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Author SHA1 Message Date
Ludovic MarieandClaude Opus 5.5 f85ccb2bd2 Main builds again: one Attack arm in the hub, anticheat first, then the queued-move break
#5123 added a second S::Attack arm after the anticheat's, so clippy -D warnings
fails on main (unreachable pattern) and its queued-move break never ran. The
break now sits in the anticheat's arm, after an attack it forwards.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 18:20:43 +01:00
4591 changed files with 168730 additions and 1227580 deletions

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+1 -1
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@@ -47,7 +47,7 @@ line are in the output) and the Rust fn before changing anything.
That one line is what makes the next agent find it.
- Fix the path players run: single player is a client of the integrated server, so server logic lives in
`game/lan*.rs` and `src/lan/`, and what only the client's copy shows (particles, local sounds, hand
animation) must be reached from `game/remote*.rs`.
animation) must be reached from `game/remote*.rs`. A fix on the old in-frame path alone fixes nothing.
- Look at the neighbours the ledger lists for the same class: a `client` or `seam` gap next to your fix is
usually the same bug on the other path.
+1 -2
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@@ -1,4 +1,3 @@
self-hosted-runner:
# The Mac mini's runner (ludovics-mac-mini), which holds the maintainer's own Minecraft files.
# windows-11-vs2026-arm is GitHub's Windows ARM64 image (2026-08), newer than actionlint's label list.
labels: [horizon-game, ludovics-mac-mini, windows-11-vs2026-arm]
labels: [horizon-game, ludovics-mac-mini]
+2 -14
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@@ -2,8 +2,7 @@
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). Over about 500 lines: link the issue with its
approved spec too ("Spec: #123"), CONTRIBUTING.md "Large pull requests". -->
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
## Kind
@@ -17,16 +16,6 @@
- [ ] tooling: tools, CI, tests, harnesses
- [ ] docs
## Layer
<!-- engine, platform or Horizon (docs/layers.md, "Where a new feature goes"). Reviewers check:
- the new code sits in a crate or module of that layer;
- no new dependency its layer may not use (CI's layer check): no engine code calling platform or Horizon code,
and Horizon code using the platform's public API only, never the engine directly;
- Horizon features in the game are behind `horizon-extras`, and platform features that change the vanilla
look are off by default;
- no new built-in server address outside the Horizon layer. -->
## Vanilla reference
<!-- The vanilla classes and methods this follows (tools/rea_vanilla.py), and the harness that checks it.
@@ -36,8 +25,7 @@
<!-- "none", or for each project you read or copied from: its link at the commit, its license (only MIT,
BSD-2-Clause, BSD-3-Clause, Apache-2.0, ISC, zlib, 0BSD, MIT-0, Unlicense or CC0-1.0), and what you took.
CONTRIBUTING.md "Only original code". Shader packs: also the sections of docs/cleanroom/shader-packs-spec.md,
the documentation pages and the packs you used. -->
CONTRIBUTING.md "Only original code". -->
## Self-check
+8 -14
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@@ -1,15 +1,9 @@
# Trusted reviewers: one list for three things (docs/release-flow.md "Trusted reviewers").
# Trusted reviewers: one list for two things (docs/release-flow.md "Trusted reviewers").
# - `/nightly 2640 2642` picks the pull requests the Nightly holds (tools/ci/nightly_set.py);
# - `/close`, `/reopen`, `/label`, `/unlabel` triage issues and pull requests (tools/ci/triage_command.py);
# - `/unclaim @login` releases someone else's claim, and listed reviewers have no claim limit (tools/ci/claim_command.py).
# One reviewer per line: `<numeric GitHub ID> <login>`, with who added it and when. The ID decides; the login is only
# for people reading this file and for messages. A login is a name anyone can claim once its owner renames or deletes
# the account; an ID is never reused. Get it with `gh api users/<login> --jq .id`, or run
# `python3 tools/ci/resolve_reviewer_ids.py` to fill in the IDs and `--check` to catch renames.
# A line in any other form (a bare login included) grants nothing. Ludovic is always allowed (OWNER_ID in
# tools/ci/nightly_set.py) and isn't listed. Removing a line revokes that account at once. A line with only `paused`
# stops all three for every reviewer (Ludovic's still work).
54669067 kacpherek # added by Ludovic, 2026-10-27
87152661 rdbtCVS # added by Ludovic, 2026-10-27
84875247 Online5277 # added by Ludovic, 2026-10-27 (his top three by merged pull requests)
86072227 levzzz5154 # added by Ludovic, 2026-10-28 (Horizon Team; author of horizon-mixins)
# - `/close`, `/reopen`, `/label`, `/unlabel` triage issues and pull requests (tools/ci/triage_command.py).
# Ludovic is always allowed and isn't listed. One GitHub login per line, with who added it and when. Removing a
# line revokes that login at once. A line with only `paused` stops both for every reviewer (Ludovic's still work).
kacpherek # added by Ludovic, 2026-10-27
rdbtCVS # added by Ludovic, 2026-10-27
Online5277 # added by Ludovic, 2026-10-27 (his top three by merged pull requests)
levzzz5154 # added by Ludovic, 2026-10-28 (Horizon Team; author of horizon-mixins)
+1 -3
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@@ -9,9 +9,7 @@ permissions:
actions: write
jobs:
cancel:
# One of our small runners (horizon-light), out of GitHub's pool: no checkout, no code of the pull request
# (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
steps:
- name: Cancel the pull request's unfinished runs
env:
-107
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@@ -1,107 +0,0 @@
name: cargo-horizon-mod
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120): binstall reads
# [package.metadata.binstall] from crates/cargo-horizon-mod/Cargo.toml and downloads the archive this workflow
# attaches to the tag `cargo-horizon-mod-v<version>`, whose version must be the manifest's. The targets come from
# tools/horizon_mod_binstall.py, the same file the manifest's template is checked against, so a platform added there
# is built here and one nobody publishes is caught before it ships. A pull request builds the archives and publishes
# nothing.
on:
push:
tags: ['cargo-horizon-mod-v*']
pull_request:
paths:
- 'crates/cargo-horizon-mod/**'
- 'tools/horizon_mod_binstall.py'
- '.github/workflows/cargo-horizon-mod.yml'
permissions:
contents: read
jobs:
plan:
runs-on: ubuntu-latest
timeout-minutes: 5
outputs:
platforms: ${{ steps.platforms.outputs.platforms }}
steps:
- uses: actions/checkout@v7
- id: platforms
run: echo "platforms=$(python3 -c 'import json, tools.horizon_mod_binstall as m; print(json.dumps(m.PLATFORMS))')" >> "$GITHUB_OUTPUT"
build:
needs: plan
name: build ${{ matrix.target }}
strategy:
fail-fast: false
matrix:
include: ${{ fromJSON(needs.plan.outputs.platforms) }}
runs-on: ${{ matrix.os }}
timeout-minutes: 30
steps:
- uses: actions/checkout@v7
- uses: dtolnay/rust-toolchain@stable
with:
targets: ${{ matrix.target }}
- name: The aarch64 Linux linker
if: matrix.target == 'aarch64-unknown-linux-gnu'
run: |
sudo apt-get update
sudo apt-get install -y gcc-aarch64-linux-gnu
echo "CARGO_TARGET_AARCH64_UNKNOWN_LINUX_GNU_LINKER=aarch64-linux-gnu-gcc" >> "$GITHUB_ENV"
- name: Build
run: cargo build --release --locked -p cargo-horizon-mod --target ${{ matrix.target }}
- name: It starts
if: matrix.run
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
out=$("$binary" 2>&1 || true)
case "$out" in
*"usage: cargo horizon-mod"*) ;;
*) echo "$out"; echo "::error::$binary does not start"; exit 1 ;;
esac
- name: Package
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
mkdir -p dist
tar -czf "dist/$(basename "$binary" | sed 's/\.exe$//')-${{ matrix.target }}.tar.gz" -C "$(dirname "$binary")" "$(basename "$binary")"
- uses: actions/upload-artifact@v7
with:
name: cargo-horizon-mod-${{ matrix.target }}
path: dist/*.tar.gz
if-no-files-found: error
retention-days: 3
publish:
needs: build
if: startsWith(github.ref, 'refs/tags/')
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v7
- uses: actions/download-artifact@v8
with:
pattern: cargo-horizon-mod-*
path: dist
merge-multiple: true
- name: The tag and the manifest name the same release and archives
run: python3 tools/horizon_mod_binstall.py dist "$GITHUB_REF_NAME"
- name: Checksums
run: |
set -euo pipefail
cd dist
for file in *.tar.gz; do sha256sum "$file" | cut -d' ' -f1 > "$file.sha256"; done
- name: Publish
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
notes="\`cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod\`"
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
else
gh release create "$GITHUB_REF_NAME" dist/* --latest=false --title "cargo-horizon-mod ${GITHUB_REF_NAME#cargo-horizon-mod-v}" --notes "$notes"
fi
+86 -194
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@@ -1,7 +1,7 @@
name: checks
# verify: every pull request and every push to main, on GitHub's runners (the repository is public). It is the
# check main requires, so it never has a condition: a skipped job counts as passed, and every run of this workflow
# must report a real verify (a pull request that changes no Rust finishes it in seconds instead).
# check main requires, so it always runs: a skipped job counts as passed, and every run of this workflow must report
# a real verify. It gathers the python, clippy and tests jobs (a change to docs alone skips their Rust steps).
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
# maintainer's own Minecraft files (Horizon never downloads the game); .github/workflows/parity.yml. Only for a pull
# request that changes a harness, oracle, probe or the runner: the rest are checked on main by parity-main. A fork's pull
@@ -16,47 +16,27 @@ on:
permissions:
contents: read
concurrency:
# A new push to a pull request replaces its running checks. On main, the running check finishes and only the
# newest push waits behind it: GitHub cancels a waiting run when a newer one joins the group. A burst of merges
# queued ~100 main runs on 2026-11-09; the release follows the newest finished main run (docs/release-flow.md).
group: checks-${{ github.event.pull_request.number || (github.event_name == 'push' && 'main') || github.sha }}
# A new push to a pull request replaces its running checks; main's runs all finish (releases follow them).
group: checks-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
# One job, not one per check: each job takes a runner from the organisation's shared pool, and with every pull request
# and every merge to main starting this workflow, three jobs a run left the pool's queue tens of minutes deep.
#
# Where (docs/ci-runners.md): our checks runners (label horizon-checks: the desktop's, an isolated user, so a fork's
# pull request runs there too) take the pull requests whose number ends in 0 or 1, about what their three runners
# can do; GitHub's runners take the others and main's pushes (which also save the Rust cache GitHub's pull request
# runs read), so both pools work at once. The repository variable SELF_HOSTED_CI moves them: `all` every job to
# ours, `light` (the desktop paused) or `off` every job to GitHub's. On ours the build folder persists
# (CARGO_TARGET_DIR, outside the checkout), so the apt packages, Python and the Rust cache steps are GitHub's only.
verify:
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
# verify's checks run as three jobs at once (python, clippy, tests: ~4 min instead of ~8 one after another), and
# verify gathers them. A failed job makes its dependents skip, and a skipped required check counts as passed, so
# verify runs always() and fails unless all three passed.
python:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- uses: actions/setup-python@v7
if: runner.environment == 'github-hosted'
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
# A pull request adds only its own commits to main, so it reads those; main's pushes read every ref's history.
- name: Keep game artifacts out of Git
env:
@@ -70,50 +50,32 @@ jobs:
else
python tools/check_public_tree.py --history
fi
# Our runners as GitHub's: some Python tests compile Rust with a bare `rustc` (GitHub's image has a default
# toolchain, our runners' own rustup homes may not), and the GPU tests find no adapter there, so they return
# early. Ours have Mesa's software Vulkan for parity; a backend Linux lacks keeps the tests from it, so a pull
# request's verify doesn't depend on which pool took it (#8627: a GPU test that flakes on lavapipe).
- name: Our runners as GitHub's (a default Rust toolchain, no GPU)
if: runner.environment != 'github-hosted'
run: |
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
rustup default stable
echo "WGPU_BACKEND=dx12" >> "$GITHUB_ENV"
# On a pull request, the next three checks compare with HEAD^1: the main that GitHub's merge commit puts the pull
# request on. pull_request.base.sha is main at the pull request's last push and falls behind, so main's own
# changes since then would count as the pull request's (#13874).
# docs/layers.md: a crate depends only on its own layer or a lower one; today's exceptions only shrink.
- name: Crates follow the layers
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_layers.py ${BASE:+--base "$BASE"}
# docs/layers.md#built-in-addresses: every built-in outside address in the Horizon layer's home; the rest only shrinks.
- name: Built-in addresses stay in their home
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_addresses.py ${BASE:+--base "$BASE"}
# docs/layers.md#file-size: a Rust file over 3000 lines may not grow (pull requests; main has no base to compare).
- name: Big files don't grow
env:
BASE: ${{ github.event_name == 'pull_request' && 'HEAD^1' || '' }}
run: python3 tools/check_file_size.py ${BASE:+--base "$BASE"}
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
clippy:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
- name: Install Rust toolchain and the ALSA and udev headers the client links against
if: steps.rust.outputs.required != 'false'
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
fi
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
# Dependencies and the workspace's own check, saved from main's runs (pull requests read main's cache).
- uses: Swatinem/rust-cache@v2
if: steps.rust.outputs.required != 'false' && runner.environment == 'github-hosted'
if: steps.rust.outputs.required != 'false'
with:
shared-key: verify
shared-key: verify-clippy
save-if: ${{ github.ref == 'refs/heads/main' }}
- name: Check formatting and lint
if: steps.rust.outputs.required != 'false'
@@ -122,7 +84,32 @@ jobs:
cargo +stable clippy --workspace --all-targets -- -D warnings
# The server build (released as horizon-engine): the game without sound or controllers.
cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy above already
tests:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
- name: Install Rust toolchain and the ALSA and udev headers the client links against
if: steps.rust.outputs.required != 'false'
run: |
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
- uses: Swatinem/rust-cache@v2
if: steps.rust.outputs.required != 'false'
with:
shared-key: verify
save-if: ${{ github.ref == 'refs/heads/main' }}
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy already
# type-checks and the parity job builds and runs (they were most of this step's build and link time).
# cargo test, not nextest: nextest's process per test reloads each binary's shared tables for every test, and on
# these 4-core runners it was no faster (#4978).
@@ -131,22 +118,29 @@ jobs:
run: |
cargo +stable test --workspace --lib --bins --tests
# The full content-root tests (#[ignore]d: minutes each on a laptop). The same build as above; they need the
# prepared vanilla data, so without it they pass at once. Keep the target selection identical to avoid
# recompiling the workspace with a different dependency graph.
cargo +stable test --workspace --lib --bins --tests mod_content::tests:: -- --ignored
# prepared vanilla data, so without it they pass at once.
cargo +stable test --workspace --lib mod_content::tests:: -- --ignored
cargo +stable test --workspace --doc
verify:
if: always()
needs: [python, clippy, tests]
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- name: Did python, clippy and tests pass?
env:
RESULTS: ${{ join(needs.*.result, ' ') }}
run: |
echo "python, clippy, tests: $RESULTS"
for result in $RESULTS; do [ "$result" = success ] || exit 1; done
# The launcher is its own workspace (launcher/Cargo.toml), so verify's cargo runs never build it. A pull request that
# changes it or a crate it builds is checked here, and so is every push to main: two pull requests can each pass
# alone and break it together (#2059 and the registry ratings did, 2026-10-26).
launcher:
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Does this pull request change the launcher or a crate it builds?
@@ -158,16 +152,12 @@ jobs:
run: python3 tools/ci/rust_changes.py --launcher "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
- name: Install Rust and the headers GPUI links against
if: steps.launcher.outputs.required != 'false'
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libxkbcommon-x11-dev libwayland-dev \
libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev libudev-dev
fi
sudo apt-get update && sudo apt-get install -y --no-install-recommends libxkbcommon-x11-dev libwayland-dev \
libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- uses: Swatinem/rust-cache@v2
if: steps.launcher.outputs.required != 'false' && runner.environment == 'github-hosted'
if: steps.launcher.outputs.required != 'false'
with:
workspaces: launcher
shared-key: launcher
@@ -178,114 +168,17 @@ jobs:
run: |
cargo +stable fmt --check
cargo +stable clippy --all-targets --locked -- -D warnings
cargo +stable test --locked --lib --bins
# Compile and test Windows ARM64 on an actual ARM64 host, and inspect the resulting PE headers. By hand only
# (`gh workflow run checks --ref <branch>`): GitHub's runner queue is the bottleneck, and main's runs gate the
# releases (tools/release_train.py waits for them), so neither pull requests nor main's pushes start this
# 90-minute job. The Nightly and launcher releases build and check these binaries on every run.
windows-arm64:
name: Windows ARM64 game and launcher
if: github.event_name == 'workflow_dispatch'
runs-on: windows-11-vs2026-arm
timeout-minutes: 90
env:
RUSTFLAGS: -C target-feature=+crt-static
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Use every runner core for Cargo
shell: pwsh
run: |
$cores = (Get-CimInstance Win32_Processor | Measure-Object -Property NumberOfLogicalProcessors -Sum).Sum
"CARGO_BUILD_JOBS=$cores" >> $env:GITHUB_ENV
- uses: dtolnay/rust-toolchain@stable
with:
targets: aarch64-pc-windows-msvc
- uses: Swatinem/rust-cache@v2
with:
shared-key: windows-arm64-game
- uses: Swatinem/rust-cache@v2
with:
workspaces: launcher
shared-key: windows-arm64-launcher
- name: Check LLVM assembler used by ring
shell: pwsh
run: |
$llvmBin = Join-Path $env:ProgramFiles 'LLVM\bin'
if (-not (Get-Command clang -ErrorAction SilentlyContinue) -and (Test-Path (Join-Path $llvmBin 'clang.exe'))) {
$env:PATH = "$llvmBin;$env:PATH"
"PATH=$env:PATH" >> $env:GITHUB_ENV
}
$clang = Get-Command clang -ErrorAction Stop
Write-Output "Using $($clang.Source)"
& $clang.Source --version
- name: Build the game for native Windows ARM64 (the official game, as game-build.yml ships it)
run: cargo build --release --locked --target aarch64-pc-windows-msvc -p horizon-official --bin horizon-official -p horizon-client-lib --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Check the game's PE machine
run: python tools/check_pe_arch.py arm64 target/aarch64-pc-windows-msvc/release/horizon-official.exe target/aarch64-pc-windows-msvc/release/horizon-ctl.exe target/aarch64-pc-windows-msvc/release/horizon-prepare.exe target/aarch64-pc-windows-msvc/release/horizon-server.exe
- name: Check game DLL imports
run: python tools/check_imports.py target/aarch64-pc-windows-msvc/release/horizon-official.exe target/aarch64-pc-windows-msvc/release/horizon-ctl.exe target/aarch64-pc-windows-msvc/release/horizon-prepare.exe target/aarch64-pc-windows-msvc/release/horizon-server.exe
- name: Start every game executable
shell: pwsh
run: |
$ErrorActionPreference = 'Stop'
$client = 'target/aarch64-pc-windows-msvc/release/horizon-official.exe'
$output = & $client --help 2>&1
if ($LASTEXITCODE -ne 0 -or ($output -join "`n") -notmatch '--resources') { throw 'horizon-client --help failed' }
foreach ($binary in @('horizon-ctl.exe', 'horizon-prepare.exe', 'horizon-server.exe')) {
$path = "target/aarch64-pc-windows-msvc/release/$binary"
$output = & $path --help 2>&1
if ($LASTEXITCODE -ne 0 -or -not $output) { throw "$binary --help failed" }
}
foreach ($binary in @('horizon-prepare.exe', 'horizon-server.exe')) {
$path = "target/aarch64-pc-windows-msvc/release/$binary"
$output = & $path --version 2>&1
if ($LASTEXITCODE -ne 0 -or -not $output) { throw "$binary --version failed" }
Write-Output ($output -join "`n")
}
- name: Test and build the native Windows ARM64 launcher
working-directory: launcher
run: |
cargo test --release --locked --target aarch64-pc-windows-msvc --lib
cargo build --release --locked --target aarch64-pc-windows-msvc
- name: Check the launcher's PE machine
working-directory: launcher
run: python ../tools/check_pe_arch.py arm64 target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
- name: Check launcher DLL imports and command-line startup
working-directory: launcher
# bash, as launcher.yml's check on the same runner: the launcher is a GUI-subsystem program, and a pwsh
# `$output = & launcher --version` read no output from it (run 42217014588).
shell: bash
run: |
launcher=target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
python ../tools/check_imports.py "$launcher"
out=$("$launcher" --version)
echo "$out"
[[ "$out" == "horizon-launcher "* ]] || { echo "::error::horizon-launcher --version printed '$out'"; exit 1; }
- name: Build a native-mod game with the launcher's managed toolchain
working-directory: launcher
shell: pwsh
env:
HORIZON_LAUNCHER_HOME: ${{ runner.temp }}\horizon-native-arm64-toolchain
HORIZON_NATIVE_TARGET_DIR: ${{ runner.temp }}\horizon-native-arm64-toolchain\target
run: |
$ErrorActionPreference = 'Stop'
cargo test --release --locked --target aarch64-pc-windows-msvc --lib rust_toolchain::tests::managed_arm64_toolchain_builds_the_game -- --ignored --exact --nocapture
$client = Join-Path $env:HORIZON_NATIVE_TARGET_DIR 'fast/horizon-client.exe'
python ../tools/check_pe_arch.py arm64 $client
python ../tools/check_imports.py $client
cargo +stable test --locked --lib
# Most pull requests leave the harnesses to parity-main, which runs them on main a batch of merges at a time
# (.github/workflows/parity-main.yml; releases wait for it). A pull request still runs them itself when it changes
# a harness, an oracle, a probe or the runner, or carries the run-parity label (run-parity.yml, when it is added).
parity-scope:
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
# A git diff of this repository's own branch: one of our small runners (horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
outputs:
run: ${{ steps.scope.outputs.run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
@@ -297,7 +190,7 @@ jobs:
run: |
changed=$(git diff --name-only "$(git merge-base "$BASE_SHA" HEAD)" HEAD)
harness=$(grep -E '^(tools/test_[a-z0-9_]+_parity\.py|tools/(parity[a-z_]*|lab)\.py|tools/parity_hosts\.json|mods/horizon/src/test/|crates/[^/]+/examples/|crates/horizon-client/src/game/[a-z_]*(fixture|harness)\.rs|\.github/workflows/parity[a-z-]*\.yml)' <<< "$changed" || true)
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]] || [[ " $LABELS " == *" frame-identity "* ]]; then
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]]; then
echo "run=true" >> "$GITHUB_OUTPUT"
echo "The pull request runs its harnesses: ${harness:-label run-parity}"
else
@@ -312,7 +205,6 @@ jobs:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
frame_identity: ${{ contains(github.event.pull_request.labels.*.name, 'frame-identity') }}
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
# (label horizon-game) holding the maintainer's own copy: the official launcher's
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
@@ -321,13 +213,13 @@ jobs:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal
- uses: actions/setup-java@v6
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
@@ -669,11 +561,11 @@ jobs:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v6
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
+4 -8
View File
@@ -29,14 +29,13 @@ jobs:
# the skipped runs of ordinary comments must not cancel a waiting one.
concurrency:
group: claim-${{ github.event.issue.number }}
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
issues: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -50,22 +49,19 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
COMMENT_ID: ${{ github.event.comment.id }}
REPO: ${{ github.repository }}
run: python3 tools/ci/claim_command.py command
release:
if: github.event_name != 'issue_comment' && github.repository == 'horizon-rust/horizon'
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: read
issues: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
+13 -69
View File
@@ -1,6 +1,6 @@
name: game build
# Builds the game for every platform from `ref`: the Java exporters, then Linux and the Linux server, Windows x64
# and ARM64 on GitHub, and macOS on the Mac mini's runner with a 1500-frame offscreen run of a new world (smoke-test.json): Apple
# Builds the game for every platform from `ref`: the Java exporters, then Linux and the Linux server and Windows on
# GitHub, macOS on the Mac mini's runner with a 1500-frame offscreen run of a new world (smoke-test.json): Apple
# Silicon, and Intel cross-built there for x86_64-apple-darwin and checked under Rosetta 2 (#1161). Called by
# release.yml (the releases) and nightly-build.yml (the opt-in Nightly), always from main's copy of this file: the
# caller's commit, never the one being built. It holds no secrets: signing the checksums is the callers' own job,
@@ -45,7 +45,7 @@ jobs:
# Three full preparations (two isolated, one batched) besides the compile.
timeout-minutes: 60
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ inputs.ref }}
persist-credentials: false
@@ -73,7 +73,7 @@ jobs:
! \( -name '*.class' \( -path 'exporters/server/dev/horizonlab/parity/*' -o -path 'exporters/client/dev/horizonlab/parity/*' \) \))
[ -z "$stray" ] || { echo "::error::not one of our classes: $stray"; exit 1; }
python3 tools/check_prepare_exporters.py --binary target/release/horizon-prepare
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: original-exporters
path: exporters/
@@ -83,10 +83,6 @@ jobs:
build:
needs: exporters
name: build ${{ matrix.name }}
# Windows ARM64 and musl are new: a failure never holds the other platforms' release (the signing job
# needs this job, and a failed entry of it would fail it). The release steps leave the missing
# optional archives out with a warning.
continue-on-error: ${{ matrix.name == 'windows-arm64' || matrix.name == 'linux-musl' }}
strategy:
fail-fast: false
matrix:
@@ -98,28 +94,13 @@ jobs:
# The server build too: packaging/server/install.sh installs it on Linux.
server_dir: horizon-server-linux-x86_64
server_asset: horizon-server-linux-x86_64.tar.gz
- name: linux-musl
os: ubuntu-22.04
musl: true
dir: horizon-linux-musl-x86_64
asset: horizon-linux-musl-x86_64.tar.gz
- name: windows
os: windows-latest
dir: horizon-windows-x64
asset: horizon-windows-x64.zip
exe: .exe
pe_arch: x64
# The C runtime linked in, so the game runs without the Visual C++ redistributable.
rustflags: -C target-feature=+crt-static
- name: windows-arm64
os: windows-11-vs2026-arm
target: aarch64-pc-windows-msvc
dir: horizon-windows-arm64
asset: horizon-windows-arm64.zip
exe: .exe
pe_arch: arm64
# The ARM64 runner builds and runs native ARM64 executables; keep the C runtime in the archive.
rustflags: -C target-feature=+crt-static
- name: macos
mac: true
dir: horizon-macos-arm64
@@ -147,7 +128,7 @@ jobs:
run:
shell: bash
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ inputs.ref }}
persist-credentials: false
@@ -160,34 +141,21 @@ jobs:
with:
targets: ${{ matrix.target }}
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted' && !matrix.musl
if: runner.environment == 'github-hosted'
with:
# A release restores only what a release saved: an untrusted build has its own key and saves nothing.
shared-key: ${{ inputs.trusted && 'release' || 'nightly' }}-${{ matrix.name }}
save-if: ${{ inputs.trusted }}
- name: ALSA and udev headers
if: runner.os == 'Linux' && !matrix.musl
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the official game, horizon-ctl, horizon-prepare and horizon-server
if: ${{ !matrix.musl }}
run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} -p horizon-official --bin horizon-official -p horizon-client-lib --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: The official game is the game players get, under its name
# horizon-official: horizon-client's game with Horizon's own parts plugged in (docs/layers.md, "How a
# Horizon crate plugs in"). Everything below, the launcher and players know it as horizon-client.
if: ${{ !matrix.musl }}
run: cp -f "$BIN/horizon-official${{ matrix.exe }}" "$BIN/horizon-client${{ matrix.exe }}"
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
if: ${{ !matrix.musl }}
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
test -f "$BIN/$binary${{ matrix.exe }}" || { echo "::error::$BIN/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: Verify Windows executable architecture
if: runner.os == 'Windows'
run: |
python tools/check_pe_arch.py "${{ matrix.pe_arch }}" \
"$BIN/horizon-client${{ matrix.exe }}" "$BIN/horizon-ctl${{ matrix.exe }}" \
"$BIN/horizon-prepare${{ matrix.exe }}" "$BIN/horizon-server${{ matrix.exe }}"
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
env:
@@ -205,7 +173,6 @@ jobs:
codesign --verify --strict --verbose=2 "$BIN/$binary"
done
- name: Only system libraries
if: ${{ !matrix.musl }}
# Windows: no non-system DLL (a "DLL not found" dialog on some players' machines). Linux: the standard
# loader and libraries every desktop distribution has. macOS: only the system's own libraries.
run: |
@@ -218,17 +185,7 @@ jobs:
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_imports.py "$file"
fi
done
- name: Baseline x86-64 CPUs only
# No POPCNT or LZCNT at all (the script says why only those): a C library's count intrinsic killed the
# game before main on a Core 2 (#7264). Not the Mac builds: every Intel Mac that runs macOS 11 has both.
if: runner.os != 'macOS' && matrix.pe_arch != 'arm64' && !matrix.musl
run: |
set -euo pipefail
rustup component add llvm-tools
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_cpu_baseline.py \
$(for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do echo "$BIN/$binary${{ matrix.exe }}"; done)
- name: Every program starts
if: ${{ !matrix.musl }}
run: |
set -euo pipefail
bin=$BIN
@@ -273,34 +230,21 @@ jobs:
# Published with the release; the publish job checks it again before it publishes anything.
cp "$home/smoke.json" "$RUNNER_TEMP/smoke-test.json"
# One smoke-test.json per build, the Apple Silicon one's; the Intel build must pass its own run too.
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: runner.environment == 'self-hosted' && !matrix.target
with:
name: smoke-test.json
path: ${{ runner.temp }}/smoke-test.json
if-no-files-found: error
retention-days: 3
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
name: original-exporters
path: exporters
- name: Build, check and package for musl in Alpine
if: matrix.musl
# Run Docker on the Ubuntu host: JavaScript actions themselves require glibc.
run: |
docker run --rm -v "$PWD:/work" -w /work \
-e HORIZON_VERSION -e HORIZON_NIGHTLY \
rust:alpine3.22 sh tools/ci/build-musl.sh
- name: Package
if: ${{ !matrix.musl }}
run: |
set -euo pipefail
cargo run --locked -p xtask -- package "$BIN/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
# Windows x64: Microsoft's DXC, pinned and checksummed, which DirectX 12 uses on integrated GPUs
# (gfx/dx12_compiler.rs), with its licence. ARM64 keeps FXC (THIRD_PARTY_NOTICES.md says why).
if [[ "${{ matrix.name }}" == windows ]]; then
python tools/ci/fetch_dxc.py "dist/${{ matrix.dir }}"
fi
cd dist
rm -f "${{ matrix.asset }}"
case "${{ matrix.asset }}" in
@@ -324,7 +268,7 @@ jobs:
codesign --verify --strict "dist/${{ matrix.dir }}/$binary"
done
packaging/macos/notarize.sh "dist/${{ matrix.asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: dist/${{ matrix.asset }}
@@ -346,7 +290,7 @@ jobs:
rm -f "${{ matrix.server_asset }}"
tar czf "${{ matrix.server_asset }}" "${{ matrix.server_dir }}"
ls -l "${{ matrix.server_asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: matrix.server_asset
with:
name: ${{ matrix.server_asset }}
+15 -83
View File
@@ -1,5 +1,5 @@
name: launcher
# Builds the launcher on Linux, macOS, Windows x64 and ARM64, and releases it by itself (docs/release-flow.md): after a
# Builds the launcher on Linux, macOS and Windows, and releases it by itself (docs/release-flow.md): after a
# push to main that changes the launcher or a crate it builds in (the paths below),
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
# for the game.
@@ -8,16 +8,10 @@ name: launcher
# feature. The version and the tag are given to the build (HORIZON_LAUNCHER_VERSION, HORIZON_LAUNCHER_TAG): no bump
# commits.
# Never marked latest. Pushes to launcher branches only build. RELEASES_PAUSED=1 stops releases.
# Linux ships two archives of one binary: the .tar.gz the launcher updates itself from, and an
# AppImage (packaging/linux/appimage.sh) for players without a distribution package, which replaces
# itself instead (launcher/src/backend.rs).
# macOS: Apple Silicon, and Intel cross-built for x86_64-apple-darwin on the same runner, its tests and smoke test
# under Rosetta 2 (#1161). With the repository variable MACOS_SIGN_IDENTITY set, Horizon.app and the .dmg are signed with
# Developer ID, notarized and stapled, from the runner's signing keychain (packaging/macos/README.md);
# unset (forks), they are signed ad hoc.
# Windows ships each architecture's launcher in its ZIP (what a launcher updates itself from) and as
# horizon-launcher-setup.exe or horizon-launcher-setup-arm64.exe, which opens the per-user installer instead of Home
# (launcher/src/installer.rs).
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
# gh workflow run launcher --ref main -f dry_run=false -f force=true
@@ -25,19 +19,16 @@ on:
push:
branches: [main, launcher, 'launcher-*']
paths:
# Everything the launcher is built and packaged from, as tools/release_train.py's LAUNCHER_PATHS.
# Every crate the launcher builds in, as tools/release_train.py's LAUNCHER_PATHS.
- 'launcher/**'
- 'crates/horizon-bench/**'
- 'crates/horizon-friends/**'
- 'crates/horizon-mcp/**'
- 'crates/horizon-mods/**'
- 'crates/horizon-port-pack/**'
- 'crates/horizon-prepare/**'
- 'crates/horizon-release-sign/**'
- 'crates/horizon-telemetry/**'
- 'crates/horizon-theme/**'
- 'packaging/linux/**'
- 'packaging/icons/**'
- '.github/workflows/launcher.yml'
schedule:
- cron: '7-59/10 * * * *'
@@ -74,7 +65,7 @@ jobs:
version: ${{ steps.decide.outputs.version }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
@@ -103,10 +94,6 @@ jobs:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
# Windows ARM64 is new: its failure never holds the other platforms' release (the signing job
# needs this job, and a failed entry of it would fail it). The release steps leave the missing
# ARM64 files out with a warning.
continue-on-error: ${{ matrix.name == 'windows-arm64' }}
strategy:
fail-fast: false
matrix:
@@ -130,20 +117,9 @@ jobs:
os: windows-latest
asset: horizon-launcher-windows-x64.zip
binary: horizon-launcher.exe
pe_arch: x64
setup_asset: horizon-launcher-setup.exe
# The C runtime linked in: without it the launcher asks for VCRUNTIME140.dll,
# which only the Visual C++ redistributable installs.
rustflags: -C target-feature=+crt-static
- name: windows-arm64
os: windows-11-vs2026-arm
target: aarch64-pc-windows-msvc
asset: horizon-launcher-windows-arm64.zip
binary: horizon-launcher.exe
pe_arch: arm64
setup_asset: horizon-launcher-setup-arm64.exe
# The C runtime linked in, so the standalone ARM64 launcher needs no redistributable.
rustflags: -C target-feature=+crt-static
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
# Notarizing the app and then the .dmg can take a few minutes each.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
@@ -166,7 +142,7 @@ jobs:
working-directory: launcher
shell: bash
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
@@ -185,7 +161,7 @@ jobs:
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev patchelf
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev
- name: Metal shaders compiled now, or at run time without the Metal toolchain
# GPUI compiles its Metal shaders when it builds; the Mac mini has Xcode without the Metal toolchain
# (xcodebuild -downloadComponent MetalToolchain), so there they are compiled when the launcher starts.
@@ -193,17 +169,11 @@ jobs:
run: |
if ! xcrun metal --version > /dev/null 2>&1; then
echo "::notice::No Metal toolchain on this runner: GPUI compiles its shaders at run time"
echo "LAUNCHER_FEATURES=gpui_platform/runtime_shaders" >> "$GITHUB_ENV"
echo "LAUNCHER_FEATURES=gpui/runtime_shaders" >> "$GITHUB_ENV"
fi
# Every test target (the library, the binary, tests/), on each system the launcher ships for.
- run: cargo test --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- name: Verify Windows executable architecture
if: runner.os == 'Windows'
run: python ../tools/check_pe_arch.py "${{ matrix.pe_arch }}" "$BIN/${{ matrix.binary }}"
- name: Unrelated DLLs cannot intercept launcher or setup startup
if: runner.os == 'Windows'
run: python ../tools/test_launcher_dll_search.py "$BIN/${{ matrix.binary }}"
- name: The version is the release's
run: |
out=$("$BIN/${{ matrix.binary }}" --version)
@@ -234,8 +204,7 @@ jobs:
"$launcher" links --json
# The Intel Mac launcher can come out before any game build has its asset (#1161): then there is nothing
# to install yet. Only that entry skips, and only on a version list that parsed and had no build here
# (exit 3); a launcher or a script that fails still fails the step. The Windows ARM64 launcher always has
# one: it installs the x64 build where a release has no ARM64 one (backend.rs, GAME_FALLBACK).
# (exit 3); a launcher or a script that fails still fails the step.
if [[ "${{ matrix.name }}" == macos-x64 ]]; then
versions=$(retry "$launcher" --json versions)
no_build='import json, sys; sys.exit(3 if not any(r["available_here"] for r in json.load(sys.stdin)) else 0)'
@@ -259,11 +228,6 @@ jobs:
# release linked to a Nix store is a warning here, not a broken launcher.
soft() { if [[ "$RUNNER_OS" == "Linux" ]]; then "$@" || echo "::warning::$* failed"; else "$@"; fi; }
if [[ "$RUNNER_OS" == "Windows" ]]; then
if ! python ../tools/check_pe_arch.py "${{ matrix.pe_arch }}" "$client"; then
# A Nightly without an ARM64 build: the ARM64 launcher installs the x64 one (backend.rs, GAME_FALLBACK).
[[ "${{ matrix.pe_arch }}" == arm64 ]] && python ../tools/check_pe_arch.py x64 "$client" || exit 1
echo "::warning::the latest game has no ARM64 build: the launcher installed the x64 one"
fi
python ../tools/check_imports.py "$client"
elif [[ "$RUNNER_OS" == "Linux" ]]; then
soft python3 ../tools/check_imports.py "$client"
@@ -271,18 +235,6 @@ jobs:
# The client starts: --help prints before any window or GPU is needed.
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
soft help
# The per-user Windows setup: the same binary under the setup's name installs into a scratch
# folder, and the copy it installs uninstalls itself. HKCU of the runner only.
if [[ "$RUNNER_OS" == "Windows" ]]; then
setup="$RUNNER_TEMP/setup-smoke"
cp "$launcher" "$RUNNER_TEMP/horizon-launcher-setup.exe"
"$RUNNER_TEMP/horizon-launcher-setup.exe" setup --quiet --dir "$setup"
installed="$setup/Horizon Launcher/horizon-launcher.exe"
[[ -f "$installed" ]] || { echo "::error::the setup copied no launcher"; exit 1; }
"$installed" uninstall --quiet
[[ ! -f "$installed" ]] || { echo "::error::uninstall left the launcher"; exit 1; }
rm -rf "$setup"
fi
rm -rf "$HORIZON_LAUNCHER_HOME"
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
@@ -302,13 +254,6 @@ jobs:
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh "$BIN/${{ matrix.binary }}" "$version" out ${{ matrix.mac_arch }}
rm -rf out/Horizon.app
else
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
if [[ "$RUNNER_OS" == "Linux" ]]; then
# The .tar.gz below is what the launcher updates itself from; the AppImage is what a
# player downloads and double-clicks, and it replaces itself instead
# (packaging/linux/appimage.sh, launcher/src/backend.rs).
../packaging/linux/appimage.sh "$BIN/${{ matrix.binary }}" "$version" out
fi
mkdir -p dist
cp "$BIN/${{ matrix.binary }}" dist/
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
@@ -318,13 +263,7 @@ jobs:
fi
fi
ls -l out
- name: Setup exe (Windows)
# The launcher's binary under another name: started with no arguments it shows the per-user
# installer instead of Home (launcher/src/installer.rs). Its name is what makes it the setup,
# so the ZIP's copy stays the launcher. Both go into the release's signed SHA256SUMS.
if: runner.os == 'Windows'
run: cp "$BIN/${{ matrix.binary }}" "out/${{ matrix.setup_asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: launcher/out/*
@@ -342,12 +281,12 @@ jobs:
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-launcher-*
@@ -359,13 +298,13 @@ jobs:
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
TAG: ${{ needs.decide.outputs.tag }}
run: bash tools/ci/sign_release.sh "$TAG" dist/horizon-launcher-*
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: needs.decide.outputs.dry_run == 'true'
with:
name: ephemeral.pub
@@ -379,7 +318,7 @@ jobs:
permissions:
contents: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
@@ -389,7 +328,7 @@ jobs:
python3 tools/release_train.py notes --kind launcher --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
@@ -401,13 +340,6 @@ jobs:
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
# Never marked latest: Horizon's own releases stay the repository's latest.
- name: The Windows ARM64 launcher, if it built
# Its build may fail without holding the release (continue-on-error): the release then has no ARM64
# files, and ARM64 launchers stay on their version until one has (backend::launcher_update_from).
run: |
for file in horizon-launcher-windows-arm64.zip horizon-launcher-setup-arm64.exe; do
[[ -f "dist/$file" ]] || echo "::warning::$file is missing: this release goes out without it"
done
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
@@ -422,7 +354,7 @@ jobs:
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: launcher-release-notes
path: notes/
+2 -8
View File
@@ -15,23 +15,17 @@ on:
- '.github/workflows/mod-registry.yml'
permissions:
contents: read
concurrency:
group: mod-registry-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
check:
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-mod-registry
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-mod-registry
save-if: ${{ github.ref == 'refs/heads/main' }}
-32
View File
@@ -1,32 +0,0 @@
name: mojang republish
# Hourly: does Mojang's version manifest list a pinned-version JSON that research-lock.json does not know?
# If so, one issue "Mojang republished <version>: <sha8>" with the hashes and a lock snippet
# (tools/ci/mojang_republish.py). Reads only Mojang's public manifest.
# gh workflow run "mojang republish" -f dry_run=true
on:
schedule:
- cron: '23 * * * *' # hourly: a republished JSON breaks horizon-prepare for every new player until accepted
workflow_dispatch:
inputs:
dry_run:
description: Only print what it would do with issues
type: boolean
default: false
permissions:
contents: read
issues: write
concurrency:
group: mojang-republish
cancel-in-progress: false
jobs:
check:
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script, Mojang's public manifest.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 10
steps:
- uses: actions/checkout@v7
- name: Check the manifest
env:
GH_TOKEN: ${{ github.token }}
run: python3 tools/ci/mojang_republish.py ${{ inputs.dry_run && '--dry-run' || '' }}
-59
View File
@@ -1,59 +0,0 @@
name: native hook stamp
# Opens a PR that numbers pending fragments after they merge. Only pushes to
# main run main's own tool; fragments are read as data, not PR code.
on:
push:
branches: [main]
paths:
- 'tools/native-hook-fragments/*.json'
permissions:
contents: read
concurrency:
group: native-hook-stamp
cancel-in-progress: false
jobs:
stamp:
if: github.repository == 'horizon-rust/horizon'
runs-on: ubuntu-latest
permissions:
contents: write
pull-requests: write
timeout-minutes: 10
steps:
- uses: actions/checkout@v7
with:
ref: main
fetch-depth: 0
- name: Open a stamp pull request
env:
GH_TOKEN: ${{ github.token }}
run: |
set -eu
branch=automation/native-hook-stamp
if [ -n "$(gh pr list --state open --head "$branch" --json number --jq '.[0].number // empty')" ]; then
echo "A stamp pull request is already open."
exit 0
fi
python3 tools/stamp_native_hooks.py
if git diff --quiet; then
echo "No fragments to stamp."
exit 0
fi
git config user.name 'github-actions[bot]'
git config user.email '41898282+github-actions[bot]@users.noreply.github.com'
git checkout -b "$branch"
git add -u
git commit -m 'Stamp native hook API fragments'
if git ls-remote --exit-code --heads origin "$branch" >/dev/null; then
git fetch origin "+refs/heads/$branch:refs/remotes/origin/$branch"
fi
git push --force-with-lease origin "$branch"
# The repo doesn't let GitHub Actions open pull requests (that setting would also let it approve them):
# the branch is pushed, and a maintainer opens the PR from it.
if ! gh pr create --base main --head "$branch" --title 'Stamp native hook API fragments' --body 'Assign API numbers to the pending native hook fragments. Close and reopen this PR to run CI.'; then
echo "::warning::Stamped fragments are on $branch; open a pull request from it (GitHub Actions may not open one here)."
fi
+12 -47
View File
@@ -92,7 +92,7 @@ jobs:
source_tag: ${{ steps.pick.outputs.source_tag }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
persist-credentials: false
@@ -124,14 +124,14 @@ jobs:
env:
SHA: ${{ steps.pick.outputs.sha }}
run: git archive --format=tar.gz --prefix="horizon-${SHA:0:7}/" -o horizon-source.tar.gz "$SHA"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: steps.pick.outputs.build == 'true'
with:
name: horizon-source
path: horizon-source.tar.gz
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: nightly-notes
path: nightly-notes.md
@@ -155,42 +155,32 @@ jobs:
# The key's only job: main's sign_release.sh hashes the archives and signs with the runner's OpenSSL.
environment: ${{ needs.pick.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-*
merge-multiple: true
- name: Sign the checksums for the nightly channel (SHA256SUMS.sig) and for this build (SHA256SUMS.v2.sig)
# SHA256SUMS.sig is for launchers from before v2 (signed for "nightly"); SHA256SUMS.v2.sig is signed for
# nightly-<date>-<commit>, the version the release title names, which current launchers and servers
# require (docs/security.md, "Nightly signatures"). The publish step titles the release from the same values.
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig) for the nightly channel
env:
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
ALSO_FOR: nightly-${{ needs.pick.outputs.date }}-${{ needs.pick.outputs.short }}
run: |
# Windows ARM64's build may fail without holding the Nightly (game-build.yml): then it is left out.
arm64=(); if [[ -f dist/horizon-windows-arm64.zip ]]; then arm64=(dist/horizon-windows-arm64.zip)
else echo "::warning::horizon-windows-arm64.zip is missing: SHA256SUMS goes out without it"; fi
musl=(); if [[ -f dist/horizon-linux-musl-x86_64.tar.gz ]]; then musl=(dist/horizon-linux-musl-x86_64.tar.gz)
else echo "::warning::horizon-linux-musl-x86_64.tar.gz is missing: SHA256SUMS goes out without it"; fi
bash tools/ci/sign_release.sh nightly dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
${arm64[@]+"${arm64[@]}"} ${musl[@]+"${musl[@]}"} \
dist/horizon-macos-arm64.zip dist/horizon-macos-x64.zip dist/horizon-server-linux-x86_64.tar.gz \
dist/horizon-source.tar.gz
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: needs.pick.outputs.dry_run == 'true'
with:
name: ephemeral.pub
@@ -205,24 +195,19 @@ jobs:
contents: write
issues: read # the open release-blocker issues (gate)
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
- name: The signatures, checked as launchers check them
- name: The signature, checked as launchers check it
env:
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
DATE: ${{ needs.pick.outputs.date }}
SHORT: ${{ needs.pick.outputs.short }}
run: |
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag nightly --publishing "${key[@]}" dist
# The version's own signature, which current launchers require: the title below names the same version.
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "nightly-${DATE}-${SHORT}" \
--signature SHA256SUMS.v2.sig --publishing "${key[@]}" dist
- name: Ready to publish (the smoke test drew a world, no release-blocker is open)
# Right before publishing, as for a release: an issue labelled while the builds ran still holds it. A dry run
# only reports what a real run would do (that is how a blocker's fix is tried).
@@ -239,37 +224,18 @@ jobs:
env:
GH_TOKEN: ${{ github.token }}
SHA: ${{ needs.pick.outputs.sha }}
SHORT: ${{ needs.pick.outputs.short }}
DATE: ${{ needs.pick.outputs.date }}
SOURCE_TAG: ${{ needs.pick.outputs.source_tag }}
run: |
set -euo pipefail
python3 tools/ci/nightly.py rotate
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
[[ -f dist/SHA256SUMS.v2.sig ]] && signature+=(dist/SHA256SUMS.v2.sig)
# The title is what launchers parse (strictly) into the version SHA256SUMS.v2.sig is signed for.
[[ "${SHA:0:7}" == "$SHORT" ]] || { echo "::error::the build's commit isn't the one signed"; exit 1; }
# The ARM64 archive only when its build succeeded (the sign job left it out of SHA256SUMS otherwise).
arm64=()
if [[ -f dist/horizon-windows-arm64.zip ]]; then
arm64=("dist/horizon-windows-arm64.zip#Game files the launcher installs (Nightly): Windows ARM64 (horizon-windows-arm64.zip)")
else
echo "::warning::horizon-windows-arm64.zip is missing: the Nightly goes out without it (ARM64 launchers install the x64 build)"
fi
musl=()
if [[ -f dist/horizon-linux-musl-x86_64.tar.gz ]]; then
musl=("dist/horizon-linux-musl-x86_64.tar.gz#Game files for musl Linux (horizon-linux-musl-x86_64.tar.gz)")
else
echo "::warning::horizon-linux-musl-x86_64.tar.gz is missing: the Nightly goes out without it"
fi
# A pre-release, never GitHub's latest: the latest stays the last vX.Y.Z, which launchers and servers from
# before the Nightly-only switch keep (they don't read Nightlies).
gh release create nightly --prerelease --latest=false --target "$SHA" \
--title "Nightly $DATE · ${SHA:0:7}" --notes-file dist/nightly-notes.md \
"dist/horizon-linux-x86_64.tar.gz#Game files the launcher installs (Nightly): Linux (horizon-linux-x86_64.tar.gz)" \
${musl[@]+"${musl[@]}"} \
"dist/horizon-windows-x64.zip#Game files the launcher installs (Nightly): Windows (horizon-windows-x64.zip)" \
${arm64[@]+"${arm64[@]}"} \
"dist/horizon-macos-arm64.zip#Game files the launcher installs (Nightly): macOS on Apple Silicon (horizon-macos-arm64.zip)" \
"dist/horizon-macos-x64.zip#Game files the launcher installs (Nightly): macOS on Intel (horizon-macos-x64.zip)" \
"dist/horizon-server-linux-x86_64.tar.gz#Nightly dedicated server for Linux (horizon-server-linux-x86_64.tar.gz)" \
@@ -287,8 +253,7 @@ jobs:
# Tells the thread that asked for this build how it ended. A conflict `pick` already explained there.
needs: [pick, build, sign, publish]
if: always() && inputs.issue != '' && needs.pick.result == 'success'
# One comment, no checkout and no secret: one of our small runners (label horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
issues: write
+1 -3
View File
@@ -27,7 +27,7 @@ jobs:
issues: write # answers in the thread
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -41,8 +41,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
COMMENT_URL: ${{ github.event.comment.html_url }}
run: python3 tools/ci/nightly_set.py command
+2 -2
View File
@@ -48,7 +48,7 @@ jobs:
else
echo "run=true" >> "$GITHUB_OUTPUT"
fi
- uses: actions/checkout@v7
- uses: actions/checkout@v4
if: steps.when.outputs.run == 'true'
with:
fetch-depth: 0
@@ -82,7 +82,7 @@ jobs:
run: python3 tools/ci/parity_issues.py --since "${{ steps.audit.outputs.since }}" ${{ inputs.dry_run && '--dry-run' || '' }} | tee -a "$GITHUB_STEP_SUMMARY"
- name: Logs of the failed harnesses
if: steps.when.outputs.run == 'true' && steps.audit.outputs.exit != '0'
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: nightly-parity-logs
path: .local/parity-runner/logs/
+2 -4
View File
@@ -19,15 +19,13 @@ jobs:
concurrency:
group: overlap-note-${{ github.event.pull_request.number }}
cancel-in-progress: true
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: read
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
fetch-depth: 0
-72
View File
@@ -1,72 +0,0 @@
name: pack load bench
# How long resource packs take to load: crates/horizon-client-render/examples/pack_load_bench.rs on generated packs
# (no game files), on the branch and then on `base` with the branch's copy of the bench, on the same runner, so a pull
# request can show its numbers next to main's. Started by hand, or by a push to a `pack-bench/*` branch (a fork can't
# start a workflow its main lacks), against horizon-rust/horizon's main.
on:
push:
branches: ['pack-bench/**']
workflow_dispatch:
inputs:
base:
description: Ref to compare against
default: main
scale:
description: How many times the default pack sizes
default: '1'
permissions:
contents: read
env:
HORIZON_TELEMETRY_URL: "off"
CARGO_TERM_COLOR: never
jobs:
bench:
# Our checks runners (label horizon-checks, docs/ci-runners.md): the branch and the base on the same machine, as
# the comparison needs. SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 90
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Install Rust and the ALSA and udev headers
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
fi
rustup toolchain install stable --profile minimal
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
shared-key: pack-bench
- name: Bench the branch
env:
SCALE: ${{ inputs.scale || '1' }}
run: |
cargo run --profile fast -p horizon-client-render --example pack_load_bench -- --scale "$SCALE" > head.md
- name: Bench the base, with the branch's bench
env:
BASE: ${{ inputs.base || 'main' }}
SCALE: ${{ inputs.scale || '1' }}
run: |
git fetch https://github.com/horizon-rust/horizon.git "$BASE"
# Our runners keep the folder beside the checkout between jobs.
git worktree remove --force ../base 2> /dev/null || rm -rf ../base
git worktree prune
git worktree add ../base FETCH_HEAD
cp crates/horizon-client-render/examples/pack_load_bench.rs ../base/crates/horizon-client-render/examples/
# A bench row that times a function the base lacks keeps it from building there: then
# the branch's own rows compare the two ways.
target=${CARGO_TARGET_DIR:-$GITHUB_WORKSPACE/target}
(cd ../base && CARGO_TARGET_DIR="$target" cargo run --profile fast -p horizon-client-render \
--example pack_load_bench -- --scale "$SCALE") > base.md \
|| echo "The bench does not build on the base." > base.md
- name: Summary
run: |
{
echo "### Branch ($(git rev-parse --short HEAD))"; cat head.md
echo; echo "### Base (${{ inputs.base || 'main' }})"; cat base.md
} | tee -a "$GITHUB_STEP_SUMMARY"
+2 -2
View File
@@ -30,7 +30,7 @@ jobs:
runs-on: [self-hosted, macOS, horizon-parity-main]
timeout-minutes: 240 # a core-crate batch reruns ~300 harnesses (~60-90 min), a bisect a few rounds of the failures
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ github.sha }}
fetch-depth: 0
@@ -69,7 +69,7 @@ jobs:
python3 tools/parity_main.py bisect "$BASE_SHA" --comment
- name: Logs of the failed harnesses
if: steps.harnesses.outcome == 'failure'
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: parity-main-logs
path: .local/parity-main-logs/
+2 -14
View File
@@ -20,12 +20,6 @@ on:
busy the job waits for it.
type: boolean
default: false
frame_identity:
description: >-
The pull request carries the frame-identity label: it must leave the picture alone (HDR, shader packs), so
the frame_identity harness, which no automatic selection picks, runs too.
type: boolean
default: false
permissions:
contents: read
env:
@@ -39,7 +33,7 @@ jobs:
# harnesses at a time) up to a few hours, and any pull request's job may land there.
timeout-minutes: ${{ inputs.full && 360 || 180 }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label. The next step merges
# main into it.
@@ -93,15 +87,9 @@ jobs:
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.merge.outputs.base }}
run: python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400 # world_spawn takes ~1480 s on a busy runner
- name: The pictures this change must leave alone
if: ${{ !cancelled() && inputs.frame_identity }}
env:
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.merge.outputs.base }}
run: python3 tools/parity.py frame_identity --timeout 2400
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
+2 -4
View File
@@ -16,15 +16,13 @@ jobs:
label:
# Title-only edits change nothing: skip them before a runner starts.
if: github.event.action != 'edited' || github.event.changes.body != null
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
+1 -1
View File
@@ -53,7 +53,7 @@ jobs:
urgent: ${{ steps.decide.outputs.urgent }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
-1
View File
@@ -27,4 +27,3 @@ jobs:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
frame_identity: ${{ contains(github.event.pull_request.labels.*.name, 'frame-identity') }}
+2 -8
View File
@@ -15,23 +15,17 @@ on:
- '.github/workflows/telemetry-server.yml'
permissions:
contents: read
concurrency:
group: telemetry-server-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
check:
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-telemetry-server
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-telemetry-server
save-if: ${{ github.ref == 'refs/heads/main' }}
+2 -5
View File
@@ -21,15 +21,14 @@ jobs:
startsWith(github.event.comment.body, '/reopen') ||
startsWith(github.event.comment.body, '/label') ||
startsWith(github.event.comment.body, '/unlabel'))
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script only, as above.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
issues: write
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -43,8 +42,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
REPO: ${{ github.repository }}
COMMENT_URL: ${{ github.event.comment.html_url }}
+43 -82
View File
@@ -9,10 +9,8 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- **Never commit Mojang's files**: game jars, assets, decompiled source, prepared resources (`.local/`).
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (logs, crash reports, telemetry consent, recordings; not saves), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`. Saves, `options.txt` and
caches go in the game folder, by default the working directory: start the game from a scratch folder with
`--game-dir` pointing at it, or they land in the repo root, hidden by `.gitignore`. For the
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming the person whose agent opened it and
@@ -25,10 +23,6 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
first line `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, commits
`Co-Authored-By: Claude <model> <[email protected]>`, last line
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- **Layers** ([docs/layers.md](docs/layers.md)): engine uses engine; platform uses engine and platform; Horizon (its extras,
cosmetics, shop, telemetry, launcher) uses platform and Horizon only, never the engine: it moves to its own repository
later. `tools/check_layers.py` checks it. New Horizon code goes behind `horizon-extras`; built-in addresses go in
`horizon-addresses`.
- 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.
@@ -36,16 +30,8 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Merges ship in batches of 5, or after
6 hours ([docs/release-flow.md](docs/release-flow.md)).
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
- **No hardcoded user-facing strings.** Keep UI translation-ready from the start. In the launcher (`launcher/`), wrap visible text with `tr("...")` or `trf("... {arg} ...", &[("arg", &val)])` from `crate::i18n` instead of raw string literals or `format!`. In the game, use translation keys (`Text::tr`, `lang::get`), never hardcoded English strings.
- **Claim before you start**: comment `/claim` on the issue (no issue yet: open one, then claim it). An assigned
issue is taken, and so is one labelled `in progress` (claimed on Discord): pick another. `/unclaim` when you stop;
a claim with no open PR linking it is released after 5 days. The issues free to claim, without reading threads:
`gh issue list --search 'is:open no:assignee -label:"in progress" -label:tracker -label:proposal -label:"not claimable" -linked:pr'`
- **Machine translations stay unreviewed.** `tools/lang_review/` records only text a person who speaks the language
wrote or checked; never `lang_coverage.py --mark-reviewed` machine text ([docs/translations.md](docs/translations.md)).
- **Controllers reach what registers.** Draw controls with a registering helper (`ui::button`, `settings_shell::foot_button`); `graphics_style::button` and `screen_draw::button` only paint, and registering one part of a screen ends its crosshair, so register all of it.
- **Render passes keep HDR's light.** A pass that reads, filters or redraws the world's picture (upscaling,
anti-aliasing, sharpening, frame generation, post effects, captures) follows [docs/hdr-passes.md](docs/hdr-passes.md).
issue is taken: pick another. `/unclaim` when you stop; a claim with no open PR linking it is released after 5 days.
## Crates
@@ -53,13 +39,12 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| Crate | Owns |
|---|---|
| `horizon-client` | Gameplay library (`src/lib.rs`: `game.rs` + `game/`, `entry.rs`) and thin executable (`src/main.rs`). Also the dedicated server (`--dedicated`). Re-exports `horizon-client-lib` for existing mod paths. |
| `horizon-client-lib` | Reusable client systems, `horizon-ctl`, probes and their tests. Its manifest points to the existing sources under `crates/horizon-client/`; the library root is `src/client_lib.rs`. It never depends on gameplay. |
| `horizon-client` | The game: a lib (`src/lib.rs`, ~100 flat modules: gameplay, networking, title screens) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-items` | Blocks and items below gameplay: `blocks.rs` (block facts), `items.rs`, `item_data.rs` (components), `enchant.rs`, `cooldowns.rs`, `bundle.rs`, `item_nbt.rs`. Re-exported as `horizon_client::items`... |
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
| `horizon-client-input` | Key bindings and key names, toggle keys, mouse options, controller settings and glyphs, the clipboard, window options (`keybinds.rs`, `gamepad.rs`, `mouse.rs`, `window.rs`...). Re-exported under the old paths |
| `horizon-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings), modules that horizon-client re-exports under the same paths. Nothing in it reaches gameplay |
| `horizon-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings): ~80 modules that horizon-client re-exports under the same paths. Nothing in it reaches gameplay |
| `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` |
@@ -68,20 +53,13 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| `horizon-server` | `horizon-server`: `server.toml`, CLI, supervisor of the headless game ([docs/hosting.md](docs/hosting.md)) |
| `horizon-server-files` | `server.properties`, eula, ops/whitelist/bans, usercache |
| `horizon-anticheat` | The dedicated server's anticheat, off by default: `[anticheat]` settings, violation levels, the checks' rules; the hub runs them (`lan/anticheat.rs`) ([docs/anticheat.md](docs/anticheat.md)) |
| `horizon-cosmetics` | Cosmetic items Horizon clients draw on players (off by default): the item format, bones and animations ([docs/cosmetics.md](docs/cosmetics.md)) |
| `horizon-addresses` | Every built-in address of an outside service vanilla doesn't contact (Horizon layer; [docs/layers.md](docs/layers.md#built-in-addresses)) |
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
| `horizon-mods`, `cargo-horizon-mod` | Content mods (`.hmod`: manifest, content fence, no code), the registry index and `.hpack`, and `cargo horizon-mod` (`new`, `build`, `run`, `check`, `registry`) ([docs/mods.md](docs/mods.md)). Code mods are native, built by the launcher ([docs/native-mods.md](docs/native-mods.md)) |
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
| `horizon-optifine` | OptiFine-format pack files below every feature that reads them: `.properties`, the name/range/block matchers, paths and `optifine/` folders, and custom entity models (`cem/`: `.jem`/`.jpm` parsing and baking) |
| `horizon-polytone` | Polytone-format pack files (`assets/*/polytone/`), read clean-room from the public wiki: targets, biome and dimension modifiers and their environment attribute layers (#11486) |
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
| `horizon-telemetry`, `horizon-telemetry-server`, `horizon-bench` | Opt-in data collection, its ingest server, the benchmark report format |
| `horizon-system` | The machine the game runs on (OS, CPU, memory, drive, power, GPU maker and memory), for the crash report, the renderer's GPU info and telemetry |
| `horizon-platform` | The platform's public API: what the Horizon layer may use of the engine ([docs/layers.md](docs/layers.md)); re-exports `horizon-system` today |
| `horizon-hooks`, `horizon-game`, `horizon-official`, `horizon-heartbeat` | The layer seam: the engine's hooks for crates above it, the game an executable starts, the official executable (shipped as `horizon-client`) that registers Horizon's in-game parts, the first of them ([docs/layers.md](docs/layers.md#how-a-horizon-crate-plugs-in)) |
| `horizon-dualsense`, `horizon-threads`, `horizon-release-sign`, `horizon-bots`, `xtask` | DualSense output, thread priorities, signed release checksums, load-test bots, repo tasks |
| `launcher/` | GPUI launcher: `main.rs` (UI), `backend.rs` (installs, updates), `cli.rs`, `mcp.rs`, `*_page.rs` |
@@ -90,51 +68,33 @@ unittest discover -s tests`), `mods/horizon/src/test/java/dev/horizonlab/parity/
`docs/`, `.github/workflows/`. The website (playhorizon.dev) is the private horizon-rust/horizon-site: its build
reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` and `crates/horizon-theme/tokens.css` from main.
## Write tests with signal
- Test observable behavior, not words in docs, comments or source. Keep checks for machine-consumed contracts.
- Use independent expected values or a vanilla oracle; do not derive the answer from the code under test.
- Test outcomes, not only calls to stubs. Use mocks to isolate behavior, not as the behavior itself.
- Skip tests of trivial constants, derives and getters, or behavior already covered by another test.
- Avoid pinning implementation details; a harmless refactor should not break a behavior test.
- Make slow tests faster without removing cases or weakening their coverage.
- Never delete parity harnesses or tests that pin vanilla behaviour: they are the spec.
## Build and test fast
```sh
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client -p horizon-client-lib --lib --bins --tests # skips the examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client-lib --lib mod_content::tests:: -- --ignored # the slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
python3 tools/parity.py mob_ai sculk # named harnesses
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host)
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
python3 tools/lang_coverage.py --summary # the keys each language still misses, and its English leftovers
```
- 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` + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (mostly horizon-world and horizon-client),
- 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.
- Developing a native mod? Run `horizon-launcher settings native-profile dev` once. `dev` builds the game crate
unoptimized: a mod edit rebuilds about 6× faster than with `performance`, while game logic runs up to about twice as
slow. Use it while developing, not for playing; `performance` stays the default for players and releases
([docs/native-mods.md](docs/native-mods.md)).
- Probes build into `.local/parity-target/`; harnesses find binaries via `lab.cargo_target()`, never `target/`.
- Harness selection uses Cargo dep-info and reachable-code narrowing (`tools/parity_reach.py`).
`horizon-client-lib` builds the control tool and client probes without gameplay; their dep-info
excludes `game.rs` and `game/`, so gameplay edits do not rebuild or select those probes.
Source paths remain in `crates/horizon-client/`. Measure actual harness selection on refreshed
records with `tools/parity.py --changed-files paths.txt --list`; historical counts are not a guarantee.
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio, controllers, `discord`, `friends` and `heartbeat` (the server build).
- 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`
@@ -148,7 +108,7 @@ python3 tools/lang_coverage.py --summary # the keys each language still misses
- 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/parity-workflow.md](docs/parity-workflow.md#reading-vanilla)).
([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`:
@@ -157,65 +117,66 @@ python3 tools/lang_coverage.py --summary # the keys each language still misses
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`, or `crates/horizon-client-render/src/` for the modules that crate holds, under
the same `horizon_client::<module>` paths), `G:` = gameplay (`crates/horizon-client/src/game/`), also in the lib in normal builds.
Gameplay keeps its `horizon_client::<module>` imports through a self-crate alias. The executable
contains only the allocator, mod API marker and a call to `entry::main`. For unit tests, the lib
excludes `entry` and `game`, and the executable test target owns `game` so its process-wide test
state stays separate from the library tests. This compiles gameplay twice for executable tests.
the same `horizon_client::<module>` paths), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
|---|---|
| Game loop, tick, frame | `game.rs`: `fn run`, `fn tick`, `fn tick_world`, `fn render`; G: `window_handler.rs` (`impl ApplicationHandler for Game`: `window_event`, `about_to_wait`), `launch_options.rs` (the command line); L: `clock.rs`, `spans.rs`; `horizon-client-input/src/window.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `frame_geometry.rs` (cracks, sun and moon, first-person hand, rain and snow), `item_draw.rs`, `screen_backgrounds.rs` (panorama, menu blur, border wall) |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `server_terrain.rs` (a server's kept chunks), `bluemap.rs` + `bluemap_detect.rs` (far terrain from its web map), `ticket_levels.rs`; G: `world_loading.rs`, `world_entry.rs`, `postprocess.rs`, `world_update.rs` (`fn update_world`, far terrain) |
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `spans.rs`; `horizon-client-input/src/window.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `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`); G: `block_ticks.rs` (`fn tick_blocks`); game.rs `fn process_level_events` |
| 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: `item_entities.rs` (dropped items, experience orbs), `boats.rs`, `minecarts.rs`, `mounts.rs`, `armor_stands.rs`, `paintings.rs`, `frames.rs`, `fireworks.rs`, `tnt.rs`, `explosion.rs` |
| Player actions | game.rs (`fn tick_mining`, `fn break_block`); G: `use_hand.rs` (`fn use_hand`), `item_actions.rs` (`fn use_item`), `melee.rs` (`fn attack`), `hand.rs`, `combat.rs`, `consume.rs`, `using_item.rs` (an item in use, tick by tick), `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`; crate `horizon-items`: `items.rs`, `item_data.rs`, `enchant.rs`, `blocks.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`; G: `menu_clicks.rs` (`fn menu_ops`, `fn click_inventory`), `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs`, `inventory_input.rs` (keys and clicks over a container), `inventory_slots.rs` (slot layout and drawing) |
| 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`; crate `horizon-items`: `items.rs`, `item_data.rs`, `enchant.rs`, `blocks.rs` |
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs` |
| Commands | parse: crate `horizon-command` (`args.rs`, `selector.rs`, `tree_*.rs`, `vanilla.rs`); run: G: `commands.rs` (dispatch) + `commands/*.rs` (`admin`, `execute`, `items`, `players`, `world_cmds`...); L: `scoreboard_cmd.rs`, `data_cmd.rs`; `horizon-client-core`: `nbt_path.rs`, `scoreboard.rs`; G: `functions.rs`, `command_blocks.rs` |
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `settings_shell.rs` (Horizon's settings screens on it: `extras_ui.rs`, `graphics_ui.rs`, `controller_ui.rs`, `shader_ui.rs`; a page list too long for its column collapses into one row), `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `hud_kit/` (Horizon overlays' `Room` and `Plate`, the collapsed page strip `tabs` the shell's page list uses, [docs/ui-kit.md](docs/ui-kit.md)), `pad_glyph.rs` (controller glyphs, by what the button does), `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `loading_screen.rs` (the loading screen, the pre-game `App`), `resource_loader.rs` (what a start loads, `run_loading`), `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs`, `creative_screen.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`, `horizon-anticheat` (L: `lan/anticheat.rs`) |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities), `world_session.rs` (opening and closing a world); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`; G: `play_keys.rs` (`fn key_pressed`), `play_input.rs` (`fn play_mouse`, toggled keys, the hotbar wheel); crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs`, `pad_craft.rs`, `pointer_capture.rs` (mouse look, pointer grab) |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs` |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `mobs/cem.rs` + `mobs/cem_anim.rs` (OptiFine/EMF entity models and their animations); `horizon-client-core/src/lang.rs`; crates `horizon-assets`, `horizon-optifine`; G: `packs.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`; `horizon-client-core/src/lang.rs`; crate `horizon-assets`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
## How `Game` is organised
- `struct Game` (game.rs) holds everything. Its methods are spread over many files: game.rs keeps
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
`impl Game<'_>` block for one feature, with its own state types. Fields stay private to the gameplay module and its descendants. Gameplay tests run in the gameplay library, separate from reusable-library tests.
`impl Game<'_>` block for one feature, with its own state types. Fields are private to the bin.
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
the file is usually `game/<thing>s.rs`. Who calls it: grep the name in game.rs's `fn tick` / `fn tick_world`.
- Fields that say which mode runs: `remote` (this window is a client of a server: multiplayer, LAN guest, or
single player on its server thread), `lan` (`LanHost`: this world is open to the network), `integrated`
(the window's own server thread), `serving` (this `Game` *is* that server thread), `options.dedicated`.
`fn tick` returns `tick_remote()` when `remote` is set; a server ticks its levels (`fn tick_world`).
- A server's players run through the shared gameplay code: `as_guest` swaps the guest's
`fn tick` returns `tick_remote()` when `remote` is set; nothing else of the local simulation runs.
- A server's players run through the same gameplay code as the local player: `as_guest` swaps the guest's
state (position, inventory, mode, mining, item use) into `Game` for one call (`game/lan_actions.rs`), and
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
(`pack`), both in game.rs, their methods in `game/resource_tables.rs`.
(`pack`), both in game.rs.
## Single player runs on a server thread
## The two single-player paths
`game/integrated.rs` runs a second `Game` (`serving`) on a "Server thread" with one level per dimension;
the window joins it as a client through memory (`remote`), exactly as a LAN guest or a dedicated server's
player does (#1514). A window's `Game` never ticks a world itself: the old in-frame path is gone
(`--in-frame` and `--no-server-thread` only print a notice; `HORIZON_SERVER_THREAD` is ignored).
Open `[server-thread]` issues list the gaps left.
1. **Server thread (default since #1514):** `game/integrated.rs` runs a second `Game` (`serving`) on a
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`): DEPRECATED, never use it, it
will be removed soon.** The window's `Game` ticks the world itself, one level that follows the player
(`fn enter_dimension`). Compatibility does not matter: don't add features or fixes for it, don't write new
tests against it, and move code off it when you touch it. The deterministic rule fixtures still run on it
until they are ported.
Single player, LAN guests and dedicated servers all run the server code, so a fix there serves all three.
Test the server thread when you touch player-facing gameplay:
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test the server
thread when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
+35 -97
View File
@@ -5,67 +5,47 @@ everything is that **it plays exactly like vanilla**. This page is the short ver
welcome on [Discord](https://discord.gg/playhorizon).
This repository holds the game and the launcher, plus the tools, tests and docs that build, check and release them.
The website (playhorizon.dev) is built in a separate repository from this one's README, `docs/api/` and roadmap. Anything
else (videos, Discord and other community material) lives elsewhere.
The website (playhorizon.dev) is built in a separate repository from this one's README, `docs/api/` and roadmap. Anything else (videos, Discord and other community material) lives elsewhere.
**Where to start: [playhorizon.dev/hub](https://playhorizon.dev/hub).** It shows what is being done now and next
([ROADMAP.md](ROADMAP.md) in the repository), the work board, good first tasks, and the forms to report a bug or
suggest something. A pull request for a roadmap item carries its `roadmap:<id>` label; ideas go to the suggestion
queue (the hub, or `/suggest` on Discord) rather than to issues, which are for bugs.
**Mod-related pull requests go to [arismoko/horizon](https://github.com/arismoko/horizon)**, the fork that carries the
mod API and reviews and merges that work. That covers the mod API, native hooks and events for mods, native mods,
content mods (`.hmod`), mixins, wasm mods, `cargo horizon-mod`, `horizon-mods`, mod builds and the registry, and
their docs ([mods](docs/mods.md), [native mods](docs/native-mods.md)). Open the pull request there from your usual
branch. Mod-related pull requests opened here are closed with a pointer to it. Engine extension points that Horizon's
own crates register (the [layer split](docs/layers.md)), resource and shader pack formats, and gameplay fixes stay
here.
## Build it
- **Prerequisites:** Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers
(`libasound2-dev libudev-dev`).
- **Resources:** Horizon never downloads the game; it prepares its resources from your own copy of Minecraft 26.3, as
described in [Build from source](README.md#build-from-source).
- **Commands:**
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
Horizon never downloads the game: it prepares its resources from your own copy of Minecraft 26.3, as described in
[Build from source](README.md#build-from-source).
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
- **Launcher:** its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
The launcher is its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
## Vanilla first
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here means
Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a **harness**: a
`tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust probe against Horizon,
and compares their outputs.
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here
means Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a
**harness**: a `tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust
probe against Horizon, and compares their outputs. There are about 290 of them.
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
Say in your pull request which vanilla classes and methods you followed.
- **One version: 26.3.** Parity work targets 26.3 until its parity is good, redstone first. Don't open pull requests
that move Horizon to a newer Minecraft version for now; to join servers on a newer version, put a Via proxy
(ViaVersion, ViaProxy) in front of them.
- **Gameplay changes come with a harness**, new or extended, so the next change can't silently break them.
[The parity workflow](docs/parity-workflow.md) shows how harnesses run; copy a nearby one.
- **Horizon's own features** (the launcher, the new menus) follow [the design system](docs/design-system.md) and are
off by default wherever they would change the vanilla look.
- **Three layers: engine, platform, Horizon.**
- Vanilla code never depends on the platform (mods, shader packs, HDR, the settings system) or on Horizon
(its extras, cosmetics, the shop, official servers, telemetry).
- The platform never depends on Horizon.
- Horizon uses only the platform, never the engine: it will live in its own repository.
[docs/layers.md](docs/layers.md) says where a new feature goes; CI checks the dependencies.
- **Everything players run is Rust.** Python and Java are fine for dev tools and harness drivers in `tools/`, never
for player-facing code.
- **No game files in the repo.** Never commit game files, decompiled source or prepared resources (`.local/`):
`tools/check_public_tree.py` rejects them (`git config core.hooksPath .githooks` runs it before every commit).
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
them (`git config core.hooksPath .githooks` runs it before every commit).
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
## Only original code, or code whose license allows it
@@ -74,39 +54,24 @@ another project's source may also be read and used, **only when that project's l
- **Allowed:** MIT, MIT-0, BSD-2-Clause, BSD-3-Clause, 0BSD, ISC, zlib, Apache-2.0, Unlicense, and the CC0-1.0
public-domain dedication. That code may be read, copied or adapted.
- **Off limits, even to read:** GPL, LGPL (Iris), AGPL, MPL, EPL, Polyform (Sodium), the Creative Commons licenses
(CC BY, CC BY-SA, CC BY-NC and the others; CC0 is a public-domain dedication, not one of them), custom or
"source available" licenses, all rights reserved (OptiFine), and any project with no license or an unclear one.
Don't read, copy, translate or paraphrase their source, and don't send code an AI tool wrote from it. Being able
to download a mod or a pack does not give you the right to read its files.
- **Java's own library is GPL too.** OpenJDK's source (`java.lang.Math`, `StrictMath`, `FdLibm`, `HashMap`, the
sorts, `Double.toString`, HotSpot's intrinsics...) is GPL-2.0, so it is off limits like the rest. Reproduce Java's
behaviour from its API documentation (the Javadoc) and from what a JVM returns, or from a permissive original such
as Sun's fdlibm C sources (see [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md)); see #6741.
- **Everything else is off limits, even to read:** GPL, LGPL (Iris), AGPL, MPL, EPL, Polyform (Sodium), the Creative
Commons licenses (CC BY, CC BY-SA, CC BY-NC and the others; CC0 is a public-domain dedication, not one of them),
custom or "source available" licenses, all rights reserved (OptiFine), and any project with no license or an
unclear one. Don't read, copy, translate or paraphrase their source, and don't send code an AI tool
wrote from it. Being able to download a mod or a pack does not give you the right to read its files.
- **Check the license yourself.** Read the LICENSE file at the commit you use and the header of each file you take:
some repositories mix licenses, and a file under another license is off limits. A license that changed: the one at
your commit counts. In doubt, don't: ask in #contributors first.
some repositories mix licenses, and a file under another license is off limits. A license that changed: the one
at your commit counts. In doubt, don't: ask in #contributors first.
- **Say it in the pull request:** the project, a link to the commit, its license, and what you read or copied. A
pull request that used another project's source without saying so is closed.
- **Copied or adapted code** keeps its copyright line and license notice at the top of the file, and gets an entry
in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md). Apache-2.0 code also keeps its NOTICE text and says what
was changed.
User documentation and file formats are fine to read, and packs and mods are fine to run and observe, whatever their
license. Shader packs are a clean-room rewrite of the pack format, produced from a written description of it (see
#1561): the [specification and its provenance log](docs/cleanroom/README.md) are public. They carry no foreign
source, and the rules above still apply to anything you read while working on them. A shader-pack pull request
names its sources: the sections of that specification, the documentation pages and the packs it ran.
## Vendor libraries and Java mods
- **Upscalers and latency tools.** AMD FSR (MIT) may go in the repository, like any code under an allowed license.
NVIDIA's DLSS, Reflex and any other library under an NVIDIA license may not: they ship only as an optional native mod
that downloads NVIDIA's files itself, on the player's machine. No NVIDIA binaries, headers or SDK files in the
repository.
- **The JVM bridge** (running Java mods) is only ever a separate, optional download, never installed or on by
default. The game may offer to turn it on when it finds a Java mod; the player decides. It is promoted out of beta
only after MSPT and RAM benchmarks against the Java client with the same mods ([#13914](https://github.com/horizon-rust/horizon/issues/13914)).
User documentation and file formats are fine to read, and packs and mods are fine to run and observe, whatever
their license. Shader packs were removed on 24 October 2026 (#1561) because their code had been written from
another project's source; they come back only as a clean-room rewrite from a written description of the pack
format.
## Before asking for review
@@ -122,23 +87,16 @@ your change can affect. Without the vanilla data on your machine it lists those
`--quick` skips the harnesses. It exits non-zero when something fails.
For the game workspace, Clippy checks all targets of the touched crates and their transitive workspace dependents,
including examples. The dependency scope includes optional, platform, build and development dependencies. Tests run
library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
including examples. The dependency scope includes optional, platform, build and development dependencies.
Tests run library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
configuration and toolchain changes select the whole workspace; CI also keeps its workspace-wide checks.
### Translations
Most of Horizon's translations were written by machine and stay marked unreviewed until someone who speaks the
language checks them. To report a wrong string or review your language, see [docs/translations.md](docs/translations.md)
and #translations on Horizon's Discord. Never mark machine-written text as reviewed.
## Claim before you start
Work is tracked in GitHub issues, and an issue that is assigned is taken (so is one with the `in progress` label:
claimed on Discord with Kira's `/claim`): pick another, or ask its holder in the thread. Before you start, comment
**`/claim`** on the issue; you are assigned at once, no role needed. No issue for your work yet? Open one (a line is
enough), then claim it. `/unclaim` gives it back. Issues labelled `tracker`, `proposal` or `not claimable` aren't
claimed whole: claim one of the issues a tracker lists, or open one for the part you take.
enough), then claim it. `/unclaim` gives it back.
A claim with no open pull request linking the issue (`Fixes #123` in the description, or a draft) is released after
5 days, with a comment: open a draft early. You can hold 8 open issues at a time, not counting the ones your
@@ -150,23 +108,18 @@ it (edited on every push, never repeated): talk to its author in the thread befo
## Pull requests
- **Small.** One change per pull request, under about 500 lines of code where you can; split bigger work into
pieces that each make sense alone. Small pull requests get reviewed and merged the same day. Bigger than that:
[large pull requests](#large-pull-requests).
pieces that each make sense alone. Small pull requests get reviewed and merged the same day.
- **Fill in the template**: what and why, the vanilla reference, the pr_ready block, screenshots for anything you
can see.
- **Tick "Allow edits by maintainers".** When something small is left (a lint, a rebase, a nit) we push the fixup
ourselves instead of sending it back to you; only design questions come back.
- **Once we've pushed to your branch, merge main into it; don't rebase or force-push.** A rebase or force-push
replaces our commits with yours and erases the fixes we added (it happened on #5188 and #5203). Tell your agent
too: `git merge origin/main`, never `git rebase` or `git push --force` on a branch a maintainer has touched. If
our fixes get erased anyway, we finish the work in our own pull request that keeps your commits and credits you.
- **Tick its kind** in the template: `parity` (Horizon now does what vanilla does), `bug` (a crash or breakage),
`perf`, `feature` (new for players), `extra` (Horizon-only, off by default), `tooling` or `docs`. A workflow sets
that label, and area labels (`launcher`, `mobs`, `worldgen`, `rendering`...) from the paths you change.
`label:parity` is the list of real progress toward vanilla.
- **Release labels** (we set them if you can't): `feature` also puts it under "New" in the release notes,
`skip-release` when players see no change (tooling, docs, tests), nothing for a fix. `release-now` is for crash
fixes that shouldn't wait. pr_ready suggests one.
`skip-release` when players see no change (tooling, docs, tests), nothing for a fix.
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
Who reviews and merges: the Horizon Team, on CI for ordinary pull requests; risky ones (saves, network, world
generation, the launcher's updates) wait for a local proof first ([merging](docs/release-flow.md#merging)).
@@ -174,19 +127,6 @@ generation, the launcher's updates) wait for a local proof first ([merging](docs
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).
### Large pull requests
500 lines stays the default. A pull request that can't be split below it starts from a spec:
1. **Open an issue with the spec** before the code: what changes, the files it touches, the behaviour players and
other code will see, and the tests or harnesses that prove it.
2. **A maintainer approves the spec** in the issue. Code written before that may have to change or wait.
3. **The pull request links the approved issue** (`Spec: #123` in the description) and stays within it; a change of
plan goes back to the issue first.
4. **An agent check compares the code with the spec**, run by the maintainers' agents: anything the spec doesn't
cover, or that it promises and the code doesn't do, comes back to you.
5. **Then the normal review**, as for any pull request.
## Parity checks on forks
The `verify` check (formatting, lints, tests) runs on every pull request. The `parity` check runs the affected
@@ -198,5 +138,3 @@ new pushes, we add it again.
[Discord](https://discord.gg/playhorizon) for questions and ideas, [issues](https://github.com/horizon-rust/horizon/issues)
for bugs. To take something on, `/claim` its issue ([above](#claim-before-you-start)).
How Horizon is run, and how people join the Team or lead a group: [GOVERNANCE.md](GOVERNANCE.md).
Generated
+111 -1269
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File diff suppressed because it is too large. Load diff
+2 -42
View File
@@ -1,26 +1,19 @@
[workspace]
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal", "third_party/naga", "third_party/libmimalloc-sys"]
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal"]
members = [
"crates/horizon-addresses",
"crates/horizon-core",
"crates/horizon-dualsense",
"crates/horizon-narrator",
"crates/horizon-threads",
"crates/horizon-hdr",
"crates/horizon-world",
"crates/horizon-client",
"crates/horizon-client-lib",
"crates/horizon-client-core",
"crates/horizon-client-input",
"crates/horizon-client-render",
"crates/horizon-cosmetics",
"crates/horizon-command",
"crates/horizon-items",
"crates/horizon-server-files",
"crates/horizon-anticheat",
"crates/horizon-chat-filter",
# The Model Context Protocol, shared by horizon-ctl, horizon-server and the launcher.
"crates/horizon-mcp",
"crates/horizon-server",
"crates/horizon-bots",
"crates/horizon-assets",
@@ -28,27 +21,15 @@ members = [
"crates/horizon-theme",
"crates/horizon-prepare",
"crates/horizon-telemetry",
"crates/horizon-system",
"crates/horizon-platform",
"crates/horizon-hooks",
"crates/horizon-game",
"crates/horizon-official",
"crates/horizon-heartbeat",
"crates/horizon-official-servers",
"crates/horizon-bench",
"crates/horizon-friends",
"crates/horizon-relay",
"crates/horizon-mods",
"crates/horizon-mod-api-gen",
"crates/horizon-mod-api-gen/dispatch-tests",
"crates/cargo-horizon-mod",
"crates/horizon-port-pack",
"crates/horizon-shaders",
"crates/horizon-optifine",
"crates/horizon-polytone",
"crates/horizon-shader-api",
"crates/horizon-release-sign",
"crates/horizon-mod-deps",
"xtask",
]
resolver = "2"
@@ -56,7 +37,7 @@ resolver = "2"
[workspace.package]
edition = "2024"
license = "MIT"
rust-version = "1.95"
rust-version = "1.85"
# Ports mirror vanilla's Java signatures, index loops and nested generic types
# one to one so they can be checked against the decompiled sources.
@@ -78,33 +59,12 @@ large_enum_variant = "allow"
# Drop this and the folder once a wgpu release has these fixes.
[patch.crates-io]
wgpu-hal = { path = "third_party/wgpu-hal" }
# naga 30.0.1, with the fixes to its GLSL frontend that shader packs need (THIRD_PARTY_NOTICES.md).
naga = { path = "third_party/naga" }
# libmimalloc-sys 0.1.49 whose mimalloc v3 counts bits without POPCNT when MSVC builds it: the
# game died before main on CPUs without it (Core 2, #7264; THIRD_PARTY_NOTICES.md). Drop this and
# the folder once a libmimalloc-sys release has microsoft/mimalloc#1291's fix.
libmimalloc-sys = { path = "third_party/libmimalloc-sys" }
# Line tables keep file:line in backtraces; full debug info made every
# example and test binary hundreds of megabytes and slow to link.
[profile.dev]
debug = "line-tables-only"
# The native mod API is generated by a build script that parses every file of game/ with syn on
# each gameplay edit; unoptimized that took ~6 s of every rebuild, optimized ~1.5 s.
[profile.dev.package.horizon-mod-api-gen]
opt-level = 3
[profile.dev.package.syn]
opt-level = 3
[profile.dev.package.proc-macro2]
opt-level = 3
[profile.release.package.horizon-mod-api-gen]
opt-level = 3
[profile.release.package.syn]
opt-level = 3
[profile.release.package.proc-macro2]
opt-level = 3
[profile.release]
lto = "thin"
codegen-units = 1
-483
View File
@@ -1,483 +0,0 @@
# Horizon governance
> Adopted 2026-11-09 by the founder as his last decision as head of the project. It takes effect when he
> announces that he is stepping down. From then on only the council changes it, by a 2/3 poll (section 15).
Horizon has no boss. A **council of equals** decides by polls. **Theme groups** do the work in their areas, each
with a **lead**. The **Horizon Team** reviews and merges code. **Moderators** keep the Discord server and the
official server safe. Every role of trust is earned with work the project can measure, and it ends when that work
stops.
## Contents
1. [Principles](#1-principles)
2. [The levels at a glance](#2-the-levels-at-a-glance)
3. [Each level in detail](#3-each-level-in-detail)
4. [The council and its polls](#4-the-council-and-its-polls)
5. [The selection filter](#5-the-selection-filter)
6. [Theme groups](#6-theme-groups)
7. [Moderation and appeals](#7-moderation-and-appeals)
8. [Conflicts and hard cases](#8-conflicts-and-hard-cases)
9. [The age rule (18+)](#9-the-age-rule-18)
10. [The agents](#10-the-agents)
11. [Accounts and the handover path](#11-accounts-and-the-handover-path)
12. [Money](#12-money)
13. [Transparency](#13-transparency)
14. [Rules that are never voted on](#14-rules-that-are-never-voted-on)
15. [Changing this document](#15-changing-this-document)
## 1. Principles
- **Equals.** Every council member has one vote. Nobody, the founder included, stands above the others.
- **The founder.** Ludovic keeps the title of **Founder**: his role stays at the top of the member list and he is
credited as Horizon's founder everywhere. The title is symbolic. It carries no extra vote or power: on the council
he counts exactly like every other member.
- **Evidence, not popularity.** You get a role by doing the work first. Kira measures that work: merged pull
requests, reviews, triage, support answers and days active. A vote then confirms it.
- **Small, clear powers.** Each role can do a short, written list of things. Anything else goes to the council.
- **Roles are on loan.** Every role has a 30-day probation and an inactivity rule. Stepping down for inactivity is
not a sanction, and you can come back.
- **Public by default.** Polls, results and rules are public. Only matters about a person stay private, and even then
the result is published.
- **18+ for roles of trust** (section 9).
- **Mojang's and Microsoft's rules come first.** They are never put to a vote (section 14).
## 2. The levels at a glance
From the most open level to the most trusted. A person can hold several levels at once: a group lead can also be on
the Horizon Team, for example.
| Level | What it can do | How you get in | How you leave | 18+ |
| --- | --- | --- | --- | --- |
| **Member** | Play, chat, report bugs, suggest ideas, open issues and pull requests, pick group roles | Join the Discord server or the GitHub repo | Leave, or get banned | No |
| **Contributor** (⛏️ Iron, 🥇 Gold, 💎 Diamond, 🟪 Netherite ranks) | Write in #contributors; `/claim` issues; nominate people for group lead (if active in that group) | One merged pull request in a public horizon-rust repo, linked with `/link-github` and `/verify-github`. Ranks come from merged pull requests: 10, 40, 100 and 200 | Contributor status and ranks stay | No |
| **Group member** | Read and write in the group's channel; get the group's pings; take part in the group's advisory poll on its lead | Pick the group's role in Channels & Roles, or with `/groups` | Remove the role | No |
| **🤝 Support** | Answer and close posts in #horizon-support | `/apply`; vote of the mods and the Team (as today) | Resign, 30 days inactive, or removed by the Chief of Mods or the council | No |
| **🛡️ Moderator** | Time out, delete messages, manage threads, quarantine. No bans | `/apply`, then the selection filter; mods' vote; the council may object within 24 h | Resign, 30 days inactive, suspended by the Chief of Mods, removed by a council poll (simple majority) | **Yes** |
| **🛡️ Chief of Mods** | A moderator's powers, plus bans; leads the mods; suspends a mod at once pending the council | Council poll (simple majority), from the mods with at least 30 days | Resign, 30 days inactive, council poll (simple majority) | **Yes** |
| **🧭 Group lead** | Decides inside the group's topic (section 6); manages the group's channel; triage on the group's GitHub issues | Nomination, the filter, a 24 h public discussion with an advisory group poll, then a council poll (simple majority); 30 days probation | Resign, 30 days inactive (automatic), council poll (simple majority); confirmed again every 6 months | **Yes** |
| **🌌 Horizon Team** | Review and merge pull requests (GitHub `horizon-team`, write access); `/nightly` and triage commands (trusted reviewers); #horizon-team | Nomination, the filter, a 24 h public discussion, then a council poll (2/3); 30 days probation | Resign, 60 days without a merge or review (automatic), council poll (2/3, without the person) | **Yes** |
| **🏛️ Council** | Decides everything else by poll (section 4); bans; emergency actions by any 2 members | Nominated by a council member, the filter, a 24 h public discussion, then a council poll (2/3); 30 days probation | Resign, inactivity (section 5.5), council poll (2/3, without the person) | **Yes** |
**The account holder** isn't a level. The founder (Ludovic) still holds the project's accounts (GitHub organisation
owner, Discord server owner, the Microsoft app approved by Mojang, the domains, Railway, money). He carries out the
council's decisions on them and hands them over step by step (section 11). As a council member he has one vote,
like everyone else.
## 3. Each level in detail
### Member
Anyone in the Discord server or on GitHub. Members follow the server rules and Horizon's
[contributing guide](CONTRIBUTING.md). They can propose anything: an idea in #horizon-ideas, a bug in #horizon-bugs,
an issue or a pull request on GitHub, or a request for a council poll (any council member can pick it up).
### Contributor
- **Discord:** the 🛠️ Contributor role writes in #contributors and in the threads of #polls-and-decisions. A rank
role (⛏️ Iron at 10 merged pull requests, 🥇 Gold at 40, 💎 Diamond at 100, 🟪 Netherite at 200, counted over every
public horizon-rust repo) shows how much has been merged. Ranks only go up.
- **GitHub:** no repository role. Anyone can `/claim` and `/unclaim` their own issues.
- **Alone:** their own work.
### Group member
Each theme group (section 6) has a role that anyone can pick and drop. It opens the group's channel and receives the
group's pings. Picking a role grants no power. A group member counts as **active in the group** when Kira has seen at
least one counted action in the group's area (section 5.1) in the last 60 days. Only active group members can
nominate a lead or vote in the group's advisory poll.
### 🤝 Support
Unchanged: Support members help players in #horizon-support. They answer every post there and mark posts solved.
The role carries no permission, so it has no age rule. They join through `/apply`, and the mods and the Team vote.
### 🛡️ Moderators and the Chief of Mods
- **Discord:** time out members, delete messages, manage threads and nicknames, read the audit log, quarantine
through Kira, and see the staff channels. **Moderators don't ban.** Bans are done by council members and the Chief of
Mods. Kira's automatic actions (the honeypot, clear scams, illegal images) stay as they are.
- **Official server:** server operators (ops) are moderators in game. They need the 18+ rule and are confirmed the
same way (section 6, Server and SMP).
- **Alone:** a timeout, a deleted message, a quarantine, with a reason in the mod case.
- **The Chief of Mods** is the first contact for moderation questions. They organise the mods, can ban, and can take a
moderator's role away at once when there is a problem. The council confirms or reverses that within 72 hours.
### 🧭 Group leads
Section 6 says what a lead decides alone and what goes to the council.
- **Discord:** in their group's channel only, delete messages, manage and pin threads, and ping the group role. The
🧭 lead role carries no server-wide permission.
- **GitHub:** triage on the issues and pull requests that carry their group's label (`/label`, `/unlabel`, `/close`,
`/reopen`, `/unclaim`), from a list of group leads that grants no repository role. Leads merge only if they are on
the Horizon Team too.
### 🌌 Horizon Team
The Horizon Team **merges pull requests**. Its rules are in [the release flow](docs/release-flow.md): read the whole
diff, never merge your own pull request, and use `needs-proof` for anything risky.
- **GitHub:** member of the `horizon-team` team (write access to the Horizon repos), on the trusted reviewers list
(`/nightly` and triage commands).
- **Discord:** the 🌌 Horizon Team role, #horizon-team, and writing in #contributors and the read-only channels.
Moderation permissions belong to the moderators and the council: a Team member moderates only if they also hold
one of those roles.
- **During the 30-day probation:** they merge only ordinary pull requests. They don't merge `needs-proof` pull
requests, don't approve files that CODEOWNERS guards, and don't use `/nightly`.
### 🏛️ Council
- **Discord:** the 🏛️ Council role: the moderators' permissions plus ban and mention @everyone; #council (private);
starting polls in #polls-and-decisions.
- **GitHub:** the `council` team. Over time it takes over the founder's CODEOWNERS review and his owner powers in the
release tools (section 11).
- **Alone (any one member):** start a poll; pick up a member's request for a poll; do anything their other roles
allow.
- **Any two members together:** an emergency action (section 4.6).
- **Everything else** is decided by poll.
## 4. The council and its polls
### 4.1 Founding council
kacpherek, levzzz5154, rdbtCVS, Online5277, dezer-x and Ludovic: six members, one vote each. The founding members
don't go through the filter or a probation. They do make the 18+ declaration (section 9). The council has at most
**9** members. It adds a seat only when a 2/3 poll says it needs one.
### 4.2 How a poll works
| Rule | Value |
| --- | --- |
| Who starts one | Any council member, with `/poll` (Kira). Anyone else asks a council member to start it |
| Where | #polls-and-decisions, in public. Polls about a person (removal, appeals, the age rule) run in #council, and only their result is public |
| How long | 24 hours. It closes early only if every council member has voted |
| Ballot | Yes, No or Abstain. You can change it until the poll closes |
| Quorum | At least half of the council votes (Abstain counts). With 6 members, 3 votes |
| Simple majority | More Yes than No |
| Two-thirds | Yes is at least 2/3 of the Yes and No votes, **and at least 3 Yes votes** |
| Tie | Nothing changes |
| No quorum | Nothing changes. Kira reminds the members who haven't voted 12 hours and 2 hours before the end |
| About yourself | You don't vote, and you don't count in the council's size for that poll |
| Asking again | A poll that failed can't be asked again for 7 days, unless two members agree that new facts justify it |
### 4.3 Which threshold applies
| Simple majority | Two-thirds |
| --- | --- |
| Day-to-day project decisions: direction, priorities, settling disputes between groups, a public statement | Adding council members and Horizon Team members |
| Group leads and co-leads: appointing, removing, confirming every 6 months | Removing a council member or a Team member (without the person concerned) |
| Moderators, the Chief of Mods, Support: confirming, removing | Rules: this document, the server rules, the contributing policy, the licence |
| Ending a probation early | Money (section 12) |
| Confirming an emergency action | Account handover steps (section 11) |
| Second-level moderation appeals | Waiving part of the selection filter (section 5.4) |
| Bringing back someone who stepped down for inactivity, within 6 months | Changing the council's size |
**When in doubt, two-thirds.** Any council member can say a poll needs 2/3, and Kira then counts it at 2/3.
### 4.4 Discussion
Polls that add someone to the council, the Team or a lead post start with a **24-hour public discussion** (section
5.3). Other polls are discussed in their own thread while they run. A member who wants more time votes No and says
why. A failed poll can come back after 7 days.
### 4.5 Conflicts of interest
A member doesn't vote on a poll about themselves: their own role, their own removal, an appeal of their own
moderation action, or money paid to them. They say so in the poll's thread and Kira leaves them out of the count.
### 4.6 Emergencies
For **security** (a leaked secret, a malicious pull request or mod, a hijacked account), **Mojang or Microsoft** (a
request from them, a risk to the approved sign-in) or **legal** matters (a takedown, the law), **any two council
members act at once**. They may:
- pause releases and the Nightly;
- take a mod down from the registry;
- remove someone's roles or access for now;
- lock or hide channels and content;
- ask the account holder to rotate a secret or a key.
They record it with `/emergency` in Kira, and both of them confirm it there. Kira opens a council poll at once
(simple majority) to confirm it. If the poll doesn't pass, the action is undone where it can be. An emergency never
adds members, changes rules or spends money.
### 4.7 Removing a council member
A 2/3 poll of the other members, in #council. The person concerned doesn't vote and doesn't count in the quorum.
Only the result is published, never the reasons. Other ways to leave: resigning, inactivity (section 5.5), or a
false age declaration (section 9).
### 4.8 When the council drops below a quorum
- **Fewer than 5 members:** Kira opens nominations for the council at once. The council fills seats within 30 days.
- **Fewer than 3 members, or fewer than 3 who voted in the last 30 days:** an **interim council** forms. It counts the
remaining council members, the Horizon Team and the group leads past probation. Its only task is adding council
members, by its own 2/3 poll with a quorum of half. Any two of its members can take emergency actions. All other
decisions wait. The Team keeps merging and the leads keep leading.
- **Nobody left:** the Team and the group leads form the interim council in the same way.
## 5. The selection filter
Nobody becomes a lead, a Team member or a council member just because they are well liked or talk a lot. Kira
measures the work, and only people above a floor can be nominated. The council then decides among them.
### 5.1 What Kira measures
| Signal | What counts | Source |
| --- | --- | --- |
| **Merged pull requests** | Pull requests merged in a public horizon-rust repo. For Modding, also in the mod API's fork (arismoko/horizon). Counted overall, and per group by label or by files touched | GitHub search, as the ranks are counted today |
| **Reviews** | Others' pull requests you reviewed: approved, asked for changes, or left a review with comments. One per pull request | GitHub search `reviewed-by:` and Kira's GitHub webhook |
| **Triage** | Triage commands run (`/label`, `/close`, duplicates), issues labelled or closed, bug posts routed on Discord | The triage workflow's comments and Kira's webhook |
| **Support answers** | #horizon-support posts you answered that ended solved | Kira's support feature |
| **Active days** | Distinct days with any of the above, or with messages in #contributors or a group's channel. Chat elsewhere doesn't count | Kira |
| **Tenure** | Days since your first counted contribution (since you joined the server, for moderators) | GitHub, Discord |
| **Clean record** | No timeout, quarantine or ban in the last 90 days | Kira's mod cases |
| **Verified GitHub** | `/verify-github` done | Kira |
| **18+ declaration** | Made (section 9) | Kira |
Kira turns these into an **evidence card**: the person's numbers, overall and in the group's area, for the last 60
days and in total. Anyone can see their own card with `/evidence`. A nomination shows the card publicly.
### 5.2 The floors
A nomination is refused below these floors.
| Role | Floor |
| --- | --- |
| **Group lead** | Verified GitHub; tenure of 30 days or more; **in the group's area: 8 or more merged pull requests, or 20 or more reviews** (Translations: 5 or more merged translation pull requests; Server and SMP: 8 pull requests, or 30 days as an official server operator with activity); 15 or more active days in the last 60; clean record; 18+ |
| **Moderator** | In the server for 30 days or more; Kira level 10 or more; 15 or more active days in the last 60; clean record; 18+ |
| **Chief of Mods** | Moderator for 30 days or more, past probation; 18+ |
| **Horizon Team** | 🥇 Gold rank (40 merged pull requests); 20 or more reviews of others' pull requests; tenure of 30 days or more; 20 or more active days in the last 60; clean record; verified GitHub; 18+ |
| **Council** | Horizon Team member, group lead or Chief of Mods for 60 days or more, past probation; 20 or more active days in the last 60; clean record; 18+ |
The numbers are checked again once a year (section 15). They should stay reachable for people who really work on
Horizon and out of reach for people who don't.
### 5.3 The path to a role
1. **Nomination.** Run `/nominate member: role: [group:]` in Kira.
- A **group lead** can be nominated by an active member of that group or by a council member. A self-nomination
needs a second from another active group member or a council member.
- A **Team member** can be nominated by a council or Team member. Someone can also nominate themselves with
`/apply`, if a council or Team member sponsors them.
- A **council member** can only be nominated by a council member.
- **Moderators** apply with `/apply`.
2. **The filter.** Kira checks the floor and the 18+ declaration. Below the floor, Kira refuses and says which line
is short.
3. **Public discussion, 24 hours.** Kira posts the nomination and the evidence card in a thread of
#polls-and-decisions. Contributors and the council can comment. For a lead, Kira also runs an **advisory poll** in
the group's channel for the same 24 hours. Only active group members vote in it, and the council sees the result.
4. **Council poll, 24 hours.** Simple majority for a lead, 2/3 for the Team and the council. For moderators, the mods'
vote replaces this step, and any two council members can object within 24 hours; the council then decides by poll.
5. **Probation, 30 days.** The role is held in full, except for the Team limits in section 3. At day 25, Kira asks the
council in #council whether anything is wrong. Probation ends by itself at day 30, unless a council poll (simple
majority) ended it earlier.
### 5.4 Exceptions
Some valuable people don't show up in the numbers, such as a designer for the website. The council can **waive the
tenure or the area floors** by a 2/3 poll that says why. The age rule and the clean record are never waived.
### 5.5 Inactivity
Kira checks every day. It warns the person in a DM and in #council, then posts the step-down in
#polls-and-decisions with neutral wording ("stepped down: inactive"), and removes the Discord role. The account
holder or an org owner removes GitHub access when the Team role ends.
| Role | What counts as activity | Warning | Steps down |
| --- | --- | --- | --- |
| Group lead | A counted action in the group's area, or messages in the group's channel | Day 21 | Day 30 |
| Horizon Team | A merge or a review | Day 45 | Day 60 |
| Moderator, Chief of Mods | A moderation action, or messages in the staff channels | Day 21 | Day 30 |
| Support | An answer in #horizon-support | Day 21 | Day 30 |
| Council | A vote in a poll. At 30 days with no vote, while at least 2 polls were held | Day 23 | Day 30, or 45 days with no counted activity at all |
- **Away.** Anyone can announce an absence with `/away` for up to 45 days, once every 6 months. Away days don't
count. A lead names someone from the group to cover for them.
- **Coming back.** Within 6 months: a simple-majority poll, with no new probation. After 6 months: the normal path.
### 5.6 Terms
- **Group leads** are confirmed every 6 months by a simple-majority poll. If someone else in the group passes the
floor and is nominated, both go on the same poll.
- **Council and Team** have no fixed term. They stay as long as they are active and keep the council's trust. Removal
is always possible (section 4.7).
## 6. Theme groups
### 6.1 The groups
| Group | Covers | GitHub | Discord |
| --- | --- | --- | --- |
| **Modding** | The mod API, native and content mods, mixins, the mod registry, `cargo horizon-mod` | The mod API lives in Ari's fork **arismoko/horizon**. Its owner runs that repo by their own rules; the council governs only what is Horizon's: horizon-rust/horizon-mods, horizon-mixins, horizon-native-mod-template, the registry. Label `mods` | The 🧩 MODDING category (#modding, #horizon-modding-team); roles 🧩 Modder (picked) and 🧩 Horizon Modding Team (the lead gives it) |
| **Shaders and rendering** | The renderer, shaders, shader packs, OptiFine and Polytone pack formats | Label `rendering`; `crates/horizon-client-render` (gfx), `*.wgsl`, `horizon-shaders`, `horizon-shader-api`, `horizon-optifine`, `horizon-polytone` | #shaders-rendering |
| **Performance** | Frame rate, memory, server tick, benchmarks | Label `perf`; `horizon-bench`, the benchmark tools | #performance |
| **Launcher** | The launcher: installs, updates, instances, its pages | Label `launcher`; `launcher/` | #launcher |
| **Server and SMP** | Dedicated server, hosting, the anticheat, multiplayer, and the official SMP | Labels `server`, `multiplayer`; `horizon-server*`, `horizon-anticheat`, `lan/`, `dedicated*`; horizon-rust/horizon-server | #server-smp (plus #join-server, #server-chat) |
| **Translations** | The game's and the launcher's languages | Label `roadmap:languages`; `launcher/lang/`, `crates/horizon-client/assets/horizon/lang/` | #translations and the 🌍 language channels |
| **Website** | playhorizon.dev | horizon-rust/horizon-site; label `website`. The site's design stays as it is unless the council decides otherwise | #website |
| **Vanilla accuracy** | Parity with vanilla 26.3: harnesses, oracles, the port ledger | Labels `parity`, `parity-regression`, `full-parity`; `tools/test_*_parity.py`, the Java oracles | #vanilla-accuracy |
| **UI** | The game's menus, HUD, settings, controller navigation, the design system | Labels `ui`, `accessibility`; `title/`, `settings_shell.rs`, `hud*`, `ui.rs`, `docs/design-system.md`, `horizon-theme`. The launcher's look is shared with Launcher | #ui |
A pull request can belong to two groups. Both leads can comment, and the Team merges as usual. If the leads disagree,
the council decides.
### 6.2 Leads per group
- **One lead per group.** A group with 8 or more active members may also have **one co-lead**, chosen the same way.
- A person leads **at most two groups**. Council members may lead a group, though a lead from outside the council is
preferred: it spreads the work.
### 6.3 What a lead decides alone
Inside their group's topic, and within this document, the contributing guide, the vanilla-first rule, the layers and
the design system:
- the group's priorities and the order of its roadmap items;
- which issues are `good first issue`, and triage of the group's issues;
- technical and design direction inside the area, when vanilla behaviour and the default look don't change;
- accepting or declining an idea or a proposal in the area. Any two active group members or one council member can
take that decision to the council;
- how the group organises itself (threads, meetings, the channel's rules on top of the server's);
- asking the Team for reviews, adding `needs-proof`, and nominating people.
### 6.4 What goes to the council
- the rules, money, accounts and secrets;
- who is on the council, the Team or the mods;
- anything that changes vanilla behaviour or turns a Horizon-only feature on by default;
- breaking a public promise: the mod API, server compatibility, save and file formats;
- disputes between groups;
- anything involving Mojang, Microsoft or the law;
- speaking for the whole project outside the group's topic.
### 6.5 A group without a lead
The work goes on. The Team reviews and merges, and Kira still routes the group's issues and questions to its
channel. Until a lead is chosen, any council member may take a lead's decision for that group and says so in the
channel. Kira pins a "lead wanted" note with the floor. **No lead is better than a lead who doesn't do the work:**
nobody is appointed just to fill the seat.
## 7. Moderation and appeals
- **The server rules** are in #rules. Moderators enforce them, the Chief of Mods leads the mods, and the council can
change the rules (2/3).
- **Every action has a mod case**: who acted, what they did, and why. Kira keeps the cases.
- **First appeal:** within 14 days, through #appeal (for a quarantine) or mod mail. A moderator who wasn't involved,
or the Chief of Mods, answers within 72 hours.
- **Second appeal:** for bans, timeouts over 24 hours and quarantines, a council poll in #council (simple majority).
Members who were involved don't vote. The answer is final for 90 days.
- **Not appealable here:** actions that Discord's rules or the law require. Those are reported where the law says.
- **Removing a moderator:** the Chief of Mods can suspend a moderator at once, and the council decides within 72 hours
(simple majority). The council removes the Chief of Mods the same way.
- **Staff are moderated like everyone.** When a council member is involved, the council decides without them.
## 8. Conflicts and hard cases
| Case | What happens |
| --- | --- |
| Two groups disagree | The leads talk first. If they still disagree, the council decides (simple majority) |
| A lead's decision is contested | Any two active group members or one council member can bring it to the council |
| A Team member merges against the rules | Any council member can revert the merge. The council can remove the member (2/3) |
| A council member breaks the rules | The council decides without them. Removal takes 2/3 (section 4.7) |
| Someone holds a role and is under 18 | Section 9 |
| The council can't reach quorum | Section 4.8 |
| The founder and the council disagree about one of his own accounts | Until a step of section 11 hands it over, the account stays his. He carries out the council's decisions on project matters, or he says publicly that he won't |
## 9. The age rule (18+)
**Who must be 18 or older:** members of the council and the Horizon Team, trusted reviewers, group leads and
co-leads, the Chief of Mods and the moderators, official server operators, and anyone with admin rights anywhere in
the project: Discord (Administrator, Manage Roles, Manage Channels, ban), GitHub (write, admin, organisation),
server panels, Railway, or Kira's admin side. The same goes for anyone who holds a project secret.
**Who doesn't have to be:** members, contributors (with any rank), group members and 🤝 Support. Contributors under
18 are welcome and valued. They just can't hold the roles above.
**How it's checked, without collecting ID:**
- **A declaration.** Before taking such a role, and once at the start for everyone who holds one, the person presses
a button in Kira: "I confirm that I am 18 or older. I understand that a false declaration removes all my roles of
trust." Kira keeps only the Discord account, the date and the wording's version. It never stores a birth date, an
ID, a photo, or any outside age-checking service's result.
- **No declaration, no role.** At the start, current role holders have 7 days to make it. Until they do, their role is
paused.
- **When there's doubt** (the person says they are younger, or there is a credible private report), one council
member asks the person privately. If the doubt remains, any council member pauses the role, and the council decides
within 72 hours in #council.
- **A false declaration** removes every role of trust at once, and the person can't hold one for 12 months.
- **Privacy.** Age is never discussed in public. A role that ends for this reason ends with the same neutral line as
any other step-down.
## 10. The agents
Horizon uses AI agents: the founder's orchestrator, which runs coding agents, and Kira, the Discord bot.
- **They obey council decisions only:** a passed poll recorded by Kira, a recorded emergency action of two council
members, and the standing rules in this document and the project's docs.
- **The only exception is the founder's own things:** his spending, his machines (they run CI and the vanilla tests),
his personal accounts and his time. On those, his word decides. This list should get shorter over time (section 11).
- **Role work isn't a decision.** A lead asking Kira to route issues, or a Team member asking an agent to prove a pull
request, is that person using their role. The agents help, within the role's powers.
- **They check the source.** An agent acts on a decision only when it finds it in Kira's decisions log
(section 13). A message saying "the council decided", or a screenshot, is not enough.
- **They post as agents.** Everything an agent posts says it comes from an agent, and states decisions as the
project's.
## 11. Accounts and the handover path
Today the founder holds every account. The aim is for him to hold fewer, in an order that never leaves the project
unable to act, and never puts an account that is tied to a person into anyone else's hands.
| Account | Today | Can it be shared? | Plan |
| --- | --- | --- | --- |
| **GitHub organisation** (horizon-rust) | One owner (the founder) | Yes: an organisation can have several owners | **Step 1:** a second owner from the council, chosen by a 2/3 poll in the council's first week, with two-factor authentication on. **Step 2:** a `council` team; CODEOWNERS reviews and the release tools' owner powers (`paused`, `/nightly remove`) move from the founder to that team |
| **Discord server** | Owned by the founder | Partly: a server has exactly one owner; powers can be given through roles | **Step 1:** the 🏛️ Council role gets moderation and ban permissions; Kira applies the outcomes of passed polls, so nobody needs Manage Roles; two-factor authentication becomes required for moderation. Ownership itself stays with the founder until a legal entity exists |
| **Kira** (bot application, Railway service) | The founder's Discord developer account and Railway | The bot: yes (a Discord developer team). Railway: adding members may need a paid plan | **Step 1:** a Discord developer team with two council members. Railway members once the council decides on money |
| **Official server** (hosting panel) | The founder's account | Yes: panel sub-users | **Step 1:** sub-users for the Server and SMP lead and for one council member |
| **Domains** (playhorizon.dev and the others) | The founder's registrar account | Not without moving it | Auto-renewal on, registered for several years ahead. They move only to a legal entity, if one is created |
| **The Microsoft app approved by Mojang** (sign-in) | The founder's Azure app registration; Mojang approved it after his application | **No.** The approval was given on his application. Moving the app or adding owners would change who Mojang deals with, and we have found no documented way to transfer an approval | **Never moves** without Mojang's written agreement. The only change considered: a legal entity, if one is created, and only if Mojang agrees |
| **Signing** (Apple developer certificate, release signing keys) | The founder's | The Apple certificate is in his legal name: no | The Apple certificate never moves. Release keys stay in GitHub's protected environments, and the council team approves their use from step 2 |
| **Money** (sponsorship, donations) | Personal accounts of the founder | Through a fiscal host | Section 12 |
| **The founder's machines, AI accounts and password vault** | His | No | His own things: they never move. The project should depend on them less over time |
**Order:** first the safety nets that remove a single point of failure (a second organisation owner, the bot's
developer team, panel sub-users). Then the day-to-day powers (CODEOWNERS and release tools to the council team). Last,
whatever needs a legal entity: domains, money, and with Mojang's agreement the sign-in app. Each step is a 2/3 poll,
and the founder carries it out.
## 12. Money
*Placeholder: the options (Open Collective and others) are being researched.*
- The council approves every expense by a **2/3 poll**.
- **Every income and every expense is public.**
- Nobody votes on money paid to themselves.
## 13. Transparency
- **#polls-and-decisions:** every poll and every result, posted by Kira, and the 24-hour discussions of nominations.
For polls that aren't about a person, each member's vote is shown once the poll closes.
- **The decisions log:** Kira keeps an append-only record of every poll, emergency action, appointment and
step-down, with its date and result. It is public and machine-readable, so the agents can check a decision there.
- **This document** lives in horizon-rust/horizon as `GOVERNANCE.md`. A short summary is pinned in #rules and in
#polls-and-decisions.
- **Who holds which role:** the people page of playhorizon.dev's hub shows the council, the Team, the group leads,
the Chief of Mods, the moderators and Support.
- **#council** is private for discussion and for polls about people. Everything the council decides is published.
## 14. Rules that are never voted on
These are Horizon's conditions for existing, not choices. No poll can change them:
- Playing needs a **Microsoft account that owns Minecraft: Java Edition**. There is no play without one.
- **No Mojang files** in Horizon's repos or downloads. Players' own copies stay on their own machines.
- **No gambling**, in any form, including with in-game currency.
- **Mojang's and Microsoft's terms and Usage Guidelines** apply to everything Horizon does.
- **The law**, and the terms of service of Discord and GitHub.
## 15. Changing this document
A 2/3 council poll, then a pull request that a Team member merges. The council reviews the floors' numbers
(section 5.2) once a year, or sooner if they turn out wrong.
+66 -77
View File
@@ -1,98 +1,77 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: the game you know, rebuilt in Rust" width="100%">
<img src="docs/media/banner.webp" alt="The Horizon website: the game you know, rebuilt in Rust" width="100%">
</p>
<p align="center">
<a href="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml"><img src="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-833%20open-F0795A" alt="Player-visible gaps open"></a>
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
</p>
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Docs</b></a> ·
<a href="https://discord.gg/playhorizon"><b>Discord</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
<a href="https://github.com/horizon-rust/horizon/releases"><b>Release notes</b></a> ·
<a href="ROADMAP.md"><b>Roadmap</b></a> ·
<a href="#project-status"><b>Project status</b></a> ·
<a href="#contributing"><b>Contributing</b></a>
</p>
<p align="center">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-0%20open-F0795A" alt="Player-visible gaps open"></a>
</p>
# Horizon
**Minecraft: Java Edition 26.3, rewritten in Rust.** Your worlds, the same rules and the same terrain as the Java game, checked against it by hundreds of differential tests, in one native program with no Java. Free, open source (MIT) and unofficial: you play it with your own copy of Java Edition.
Minecraft: Java Edition 26.3, rewritten in Rust. Same worlds, same rules, same terrain, checked against the Java game by more than 300 differential harnesses. Free, open source and unofficial.
<p align="center">
<img src="docs/media/readme/valley.webp" alt="A river valley with a plains village, savanna hills and a cherry grove, seen from above with a long view distance" width="100%">
</p>
## What works today
Everything below is in the current release.
- **The game.** Survival, creative, hardcore and spectator; vanilla world generation in all three dimensions, mobs, villagers, raids, redstone, every command, the HUD and the recipe book. Vanilla saves open as they are, and worlds from 1.8 to 26.2 are upgraded.
- **Multiplayer.** Join vanilla and Horizon servers (online mode included), open a world to LAN, or invite friends with a code from the launcher's Home page.
- **Graphics.** Distant terrain up to 1,024 chunks, graphics presets, HDR and controllers, all off by default where they would change the vanilla look ([settings](https://playhorizon.dev/docs/settings)).
- **Packs.** Resource packs, data packs and shader packs ([below](#mods-and-shader-packs)).
- **Mods.** Content mods and native Rust mods, installed from the launcher ([below](#mods-and-shader-packs)).
- **Servers.** Host one from the launcher, or run `horizon-server` on a VPS ([below](#host-a-server)).
- **The launcher.** It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
<table>
<tr>
<td width="50%"><img src="docs/media/readme/sunset.webp" alt="Sunset behind a cherry grove on a hill, with a river below"></td>
<td width="50%"><img src="docs/media/readme/nether.webp" alt="A crimson forest in the Nether, with a piglin among the fungi"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/readme/survival.webp" alt="Survival in a village square: two villagers, flowers, the hotbar, health and hunger"></td>
<td width="50%"><img src="docs/media/readme/multiplayer.webp" alt="Two players in a LAN world: the other player's name tag and the player list"></td>
</tr>
</table>
<sub>Nightly 2026-11-05 on a Mac mini (Apple M4 Pro, Metal): vanilla's textures, no mods or shader packs, render distance 32 with distant terrain on.</sub>
## Performance
**Horizon draws more frames per second than Java Edition, and loads faster, on the same machine, world and path.** `tools/perf_bench.py` runs each game in turn, from a fresh world (seed 1234), waiting for the terrain and then flying it over a village, a forest, an ocean and a mountain. Measured on 2026-10-29/30 on an idle Windows 11 machine (Ryzen 7 9800X3D, RTX 5080), Horizon v0.2.97 as the launcher installs it, 1280x720 in a window, VSync off, three games per figure. Frames per second, mean of the four scenes, with the slowest 1% of frames in brackets:
| Render distance | Horizon v0.2.97 | Vanilla 26.3 | Vanilla + mods |
| --- | --- | --- | --- |
| 8 chunks | 3,289 (1,327) | 2,437 (640) | 2,375 (709) |
| 16 chunks | 2,074 (598) | 1,661 (375) | 1,586 (432) |
| 32 chunks | 1,207 (333) | 1,031 (176) | 879 (264) |
"Vanilla + mods" is Sodium, Lithium, FerriteCore and ImmediatelyFast. Horizon reaches the title screen in 2.9–3.2 s against vanilla's 7.5–7.7 s (the modded client's 10.8–11.1 s), loads a scene's chunks 2.9–3.8 times faster, and playing holds a steady working set of 1.1–1.7 GB against 1.9–2.9 GB. Every scene with its confidence interval and the run's load log: [the 2026-10-29 reports](benchmarks/perf/windows-9800x3d-5080-2026-10-29.md). Method, and how to measure your own machine: [docs/benchmark.md](docs/benchmark.md). [playhorizon.dev/benchmarks](https://playhorizon.dev/benchmarks) puts these runs beside a 2016 laptop, a Mac mini and a gaming desktop.
> Not an official Minecraft product, nor approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own copy of Java Edition 26.3.
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev), or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true):
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev) or [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true) (Linux x86-64, macOS on Apple Silicon, macOS on Intel from the next Nightly, Windows x64). It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
| Platform | File | Needs |
| --- | --- | --- |
| Windows x64 | `horizon-launcher-setup.exe` | Windows 10 or 11, a GPU with Vulkan or DirectX 12 |
| Windows on Arm | `horizon-launcher-setup-arm64.exe` | Windows 11 on Arm |
| macOS, Apple Silicon | `horizon-launcher-macos-arm64.dmg` | macOS 12 or later |
| macOS, Intel | `horizon-launcher-macos-x64.dmg` | macOS 12 or later |
| Linux x86-64 | `horizon-launcher-linux-x86_64.AppImage` or `.tar.gz` | a glibc distribution, X11 or Wayland, a GPU with Vulkan or OpenGL 3.3 |
**You also need a Microsoft account that owns Minecraft: Java Edition.** You sign in with it in the launcher, which plays only with an account that owns the game ([why](docs/microsoft-account.md)). Horizon contains no Minecraft code or assets: an existing install (official launcher, Prism, MultiMC...) is reused, and without one the launcher downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
**You need** a Microsoft account that owns Java Edition ([why](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 (Linux), Vulkan or DirectX 12 (Windows), or a Mac (Apple Silicon, or Intel from the next Nightly). An existing Minecraft install (official launcher, Prism, MultiMC...) is reused; without one, Play downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/readme/launcher-home.webp" alt="The launcher's Home page: the Horizon instance, Play, the version picker, the friend invite field, screenshots and the patch log"></td>
<td width="50%"><img src="docs/media/readme/launcher-mods.webp" alt="The launcher's Mods page: Horizon's mod registry with Zoom selected, and tabs for modpacks, resource packs, shader packs and data packs"></td>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Home page: the selected instance ready to play, the version picker, Join a friend and the instance's tabs"></td>
<td width="50%"><img src="docs/media/launcher-settings.webp" alt="The launcher's Settings page: Microsoft account, offline name, updates, appearance and accent colour"></td>
</tr>
</table>
## Mods and shader packs
## What works today
- **Content mods** (`.hmod`): blocks, items, recipes, loot, models and textures, with no code.
- **Native mods** (`.hnmod`): Rust that the launcher compiles into the game for you, with nothing to install.
- **Java mods** (Fabric, NeoForge, Forge) don't run: Horizon has no Java. The launcher carries over the data and assets inside their jars, and imports modpacks (`.mrpack`, CurseForge zips, Prism instances) the same way ([modpacks](https://playhorizon.dev/docs/modpacks)).
- **Shader packs**: Iris/OptiFine-format packs (`shaders/` folders) and Horizon's own WGSL packs, under Video Settings → Shader Packs ([pack format](docs/shaders.md)).
- **The game:** vanilla world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on vanilla saves. Worlds from 1.8 to 26.2 are upgraded. [Status](#project-status).
- **Extras:** new menus, graphics presets, distant terrain up to 1024 chunks, controllers, zoom, minimap and more, off by default where they change the vanilla look. [Settings](https://playhorizon.dev/docs/settings).
- **Packs:** resource packs, and data packs with functions, predicates, item modifiers and world generation.
- **Multiplayer:** invite friends with a code, Open to LAN, join servers (online mode included). [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** content mods (blocks, items, data) and native Rust mods, built by the launcher with nothing to install. Java mod jars do not run. [Mods](https://playhorizon.dev/docs/mods).
Mods are off by default: a fresh install plays exactly like vanilla 26.3. The launcher's Mods page browses Horizon's registry and Modrinth. [Mods](https://playhorizon.dev/docs/mods) · [make a mod](docs/mods.md).
In the Rust client, with vanilla assets and no mods or shaders:
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
</tr>
</table>
## Host a server
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends. On a VPS, `horizon-server` installs with one command, needs no Java, and takes vanilla 26.3 and Horizon players alike. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and needs no Java. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
## Modpacks
The launcher imports Modrinth and CurseForge packs and plays the mods Horizon can carry over: today, content mods made of data and assets, not Java code. [Modpacks](https://playhorizon.dev/docs/modpacks).
## Agent control
@@ -101,11 +80,13 @@ AI agents and scripts can play Horizon. `horizon-ctl`, shipped with the game, re
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
```
`horizon-ctl help` lists every command. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
Commands block until done and reply with the result; `horizon-ctl help` lists them all. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
## Build from source
@@ -124,9 +105,13 @@ cargo run --release -p horizon-client
Prepared files land in the gitignored `.local/`: never commit or share them. Options, controls and architecture: [the native client guide](docs/native-client.md); all developer docs: [docs/README.md](docs/README.md).
## Roadmap
What is in progress, what comes next and where to help: [ROADMAP.md](ROADMAP.md), or [playhorizon.dev/hub](https://playhorizon.dev/hub) with the work board and what shipped.
## Contributing
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests), and see [ROADMAP.md](ROADMAP.md) or [playhorizon.dev/hub](https://playhorizon.dev/hub) for what's next. Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests). Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
```sh
git config core.hooksPath .githooks
@@ -135,17 +120,15 @@ python3 tools/pr_ready.py
It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public-tree check and the vanilla harnesses your change affects. Never commit game files, decompiled source or prepared resources.
How Horizon is run (the council, theme groups and their leads, the Horizon Team, moderation): [GOVERNANCE.md](GOVERNANCE.md).
## Project status
**Player-visible gaps: 0 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Animals [0](https://github.com/horizon-rust/horizon/issues/3512); Monsters and bosses [0](https://github.com/horizon-rust/horizon/issues/3513); Entities, projectiles, vehicles and decorations [0](https://github.com/horizon-rust/horizon/issues/3514); Items, enchantments and inventories [0](https://github.com/horizon-rust/horizon/issues/3515); Blocks, redstone and fluids [0](https://github.com/horizon-rust/horizon/issues/3516); World, world generation and saves [0](https://github.com/horizon-rust/horizon/issues/3517); Screens, HUD and client packets [0](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [0](https://github.com/horizon-rust/horizon/issues/3519); Server and players on the server [0](https://github.com/horizon-rust/horizon/issues/3520); Mob AI, villagers and raids [0](https://github.com/horizon-rust/horizon/issues/3521). This number goes down as gaps close (`tools/parity_gaps.py`); the table below says what the harnesses compare.
**Player-visible gaps: 833 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Screens, HUD and client packets [197](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [129](https://github.com/horizon-rust/horizon/issues/3519); Animals [110](https://github.com/horizon-rust/horizon/issues/3512); Server and players on the server [106](https://github.com/horizon-rust/horizon/issues/3520); Blocks, redstone and fluids [86](https://github.com/horizon-rust/horizon/issues/3516); Entities, projectiles, vehicles and decorations [64](https://github.com/horizon-rust/horizon/issues/3514); Monsters and bosses [53](https://github.com/horizon-rust/horizon/issues/3513); Mob AI, villagers and raids [35](https://github.com/horizon-rust/horizon/issues/3521); World, world generation and saves [32](https://github.com/horizon-rust/horizon/issues/3517); Items, enchantments and inventories [21](https://github.com/horizon-rust/horizon/issues/3515). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
The table is the project's own audit of what the harnesses compare, subsystem by subsystem: a score says how much of that subsystem the harnesses cover and pass, not that nothing else differs from vanilla. What players still run into: [known issues](docs/known-issues.md).
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs.
### What the harnesses compare
### Java parity: 100%
Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75 (mostly complete) or 1 (its harnesses cover the subsystem and pass). Last audited 2026-10-13: the harnesses pass on Linux and macOS. The [port ledger](tools/port_ledger.py) adds a method-by-method view of what is ported.
Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75 (mostly complete) or 1 (complete and verified by differential tests); the percentage is their average. Last audited 2026-10-13: all 281 harnesses pass on Linux and macOS. The [port ledger](tools/port_ledger.py) adds a method-by-method view of what is ported.
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
@@ -164,8 +147,14 @@ Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000), container spills (4,000), copper golems and the sculk family (435 scenarios) match |
### Known issues
Skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; item tooltips lack attribute lines.
## Licence
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Horizon is made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)) and [its contributors](https://github.com/horizon-rust/horizon/graphs/contributors); support it on [GitHub Sponsors](https://github.com/sponsors/ludovic111).
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT. Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
## Author
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
+56 -56
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@@ -76,7 +76,7 @@ Owner: [levzzz5154](https://github.com/levzzz5154) · Tracking: [#3911](https://
<details><summary>Technical</summary>
One item for all modding work ([#3911](https://github.com/horizon-rust/horizon/issues/3911)), led by levzzz5154; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)) built by the launcher ([#3388](https://github.com/horizon-rust/horizon/issues/3388), [#3855](https://github.com/horizon-rust/horizon/issues/3855)); server-side hooks ([#3878](https://github.com/horizon-rust/horizon/issues/3878), [#3706](https://github.com/horizon-rust/horizon/issues/3706)); mod-owned screens, input and drawing; tools for mod makers (templates, `native.py check`); the registry ([#1634](https://github.com/horizon-rust/horizon/issues/1634), [#1642](https://github.com/horizon-rust/horizon/issues/1642), [#1659](https://github.com/horizon-rust/horizon/issues/1659)); machines with inventories and menus ([#1189](https://github.com/horizon-rust/horizon/issues/1189)); mods that read and change the world through the server. [docs/native-mods.md](docs/native-mods.md).
One item for all modding work ([#3911](https://github.com/horizon-rust/horizon/issues/3911)), led by levzzz5154 with vladislav_hagen; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)) built by the launcher ([#3388](https://github.com/horizon-rust/horizon/issues/3388), [#3855](https://github.com/horizon-rust/horizon/issues/3855)); server-side hooks ([#3878](https://github.com/horizon-rust/horizon/issues/3878), [#3706](https://github.com/horizon-rust/horizon/issues/3706)); mod-owned screens, input and drawing; tools for mod makers (templates, `native.py check`); the registry ([#1634](https://github.com/horizon-rust/horizon/issues/1634), [#1642](https://github.com/horizon-rust/horizon/issues/1642), [#1659](https://github.com/horizon-rust/horizon/issues/1659)); machines with inventories and menus ([#1189](https://github.com/horizon-rust/horizon/issues/1189)); mods that read and change the world through the server. [docs/native-mods.md](docs/native-mods.md).
More: [#3351](https://github.com/horizon-rust/horizon/issues/3351) · [#3353](https://github.com/horizon-rust/horizon/issues/3353) · [#3360](https://github.com/horizon-rust/horizon/issues/3360) · [#1596](https://github.com/horizon-rust/horizon/issues/1596) · [#1635](https://github.com/horizon-rust/horizon/issues/1635)
@@ -92,7 +92,7 @@ Owner: [ludovic111](https://github.com/ludovic111) · Tracking: [#3914](https://
<details><summary>Technical</summary>
Since [#1514](https://github.com/horizon-rust/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client. The open `[server-thread]` issues list the gaps. In review: breeding's advancement and statistic ([#3873](https://github.com/horizon-rust/horizon/issues/3873)), the client's menu when the server replaces the player ([#3841](https://github.com/horizon-rust/horizon/issues/3841)), splashes when falling in water ([#3621](https://github.com/horizon-rust/horizon/issues/3621)). [docs/server-levels.md](docs/server-levels.md).
Since [#1514](https://github.com/horizon-rust/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: breeding's advancement and statistic ([#3873](https://github.com/horizon-rust/horizon/issues/3873)), the client's menu when the server replaces the player ([#3841](https://github.com/horizon-rust/horizon/issues/3841)), splashes when falling in water ([#3621](https://github.com/horizon-rust/horizon/issues/3621)). [docs/server-levels.md](docs/server-levels.md).
</details>
@@ -194,7 +194,7 @@ Speeding up the code that reads and writes the blocks of the world, which almost
<details><summary>Technical</summary>
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/horizon-rust/horizon/issues/1790), [#1794](https://github.com/horizon-rust/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/horizon-rust/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark in its pull request.
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/horizon-rust/horizon/issues/1790), [#1794](https://github.com/horizon-rust/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/horizon-rust/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark ([docs/performance/paletted-container-access-results.md](docs/performance/paletted-container-access-results.md)).
</details>
@@ -206,7 +206,7 @@ Manage a server from a console, ban and pardon players, and drive it from other
<details><summary>Technical</summary>
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The last pieces merged: bans edited while the server is stopped ([#9767](https://github.com/horizon-rust/horizon/issues/9767)) and the MCP tools' contracts pinned by a test ([#9748](https://github.com/horizon-rust/horizon/issues/9748)). The panel's later features and vanilla's management protocol are their own item (server-panel-management). [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
@@ -234,11 +234,11 @@ Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggr
#### One single-player path: remove the in-frame world
Single player has one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode is removed.
Single player will have one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode goes once everything passes without it.
<details><summary>Technical</summary>
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) ticked the world inside the window's `Game`. [#6473](https://github.com/horizon-rust/horizon/issues/6473) removes it with the code only it reached (the window's world loader and player tick, its portal travel and loading screen, the in-frame LAN host); the harnesses run on the server thread. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) still ticks the world inside the window's `Game`, and most harnesses test that path. Delete it once `lan_e2e --server-thread` and the parity harnesses pass on the server thread, which also halves the bug surface. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
</details>
@@ -266,7 +266,7 @@ Shader packs were removed and are being rebuilt from scratch. They come back, of
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/horizon-rust/horizon/issues/1584), [#1585](https://github.com/horizon-rust/horizon/issues/1585), [#1586](https://github.com/horizon-rust/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/horizon-rust/horizon/issues/1698) to [#1801](https://github.com/horizon-rust/horizon/issues/1801)).
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786) · [#9045](https://github.com/horizon-rust/horizon/issues/9045) · [#6233](https://github.com/horizon-rust/horizon/issues/6233) · [#6485](https://github.com/horizon-rust/horizon/issues/6485) · [#3734](https://github.com/horizon-rust/horizon/issues/3734) · [#3125](https://github.com/horizon-rust/horizon/issues/3125)
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786)
</details>
@@ -298,8 +298,6 @@ Far terrain drawn from the world you really built and explored, caves and builds
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/horizon-rust/horizon/issues/718).
More: [#4678](https://github.com/horizon-rust/horizon/issues/4678)
</details>
#### A batch of targeted optimisations
@@ -310,7 +308,7 @@ Several smaller speed-ups, each measured: idle block entities that sleep, cheape
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/horizon-rust/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
More: [docs/profiling.md](docs/profiling.md) · [#7752](https://github.com/horizon-rust/horizon/issues/7752) · [#8251](https://github.com/horizon-rust/horizon/issues/8251) · [#10229](https://github.com/horizon-rust/horizon/issues/10229)
More: [docs/profiling.md](docs/profiling.md)
</details>
@@ -324,8 +322,6 @@ Recognise mods built for versions before 26.1 in the mod browser, so they can be
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
More: [#10262](https://github.com/horizon-rust/horizon/issues/10262)
</details>
#### A modpack's own resource and shader packs
@@ -400,13 +396,13 @@ A Datapacks tab beside Mods and Resource packs: install into a chosen world's da
### Servers and multiplayer
#### Server panel extras and vanilla's management protocol
#### Ely.by and other sign-in providers
More of a server managed from its web panel (bans, worlds, logs and crash reports, modpacks), and vanilla's own server-management tools working with a Horizon server.
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
<details><summary>Technical</summary>
The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. Split from server-admin. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
Issue [#1270](https://github.com/horizon-rust/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
</details>
@@ -530,8 +526,6 @@ Contraptions and physics like the Create and Aeronautics mods, as a mod for Hori
Issue [#805](https://github.com/horizon-rust/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod.
More: [#6302](https://github.com/horizon-rust/horizon/issues/6302) · [#5313](https://github.com/horizon-rust/horizon/issues/5313) · [#5556](https://github.com/horizon-rust/horizon/issues/5556)
</details>
#### Proximity voice chat as a native mod
@@ -554,8 +548,6 @@ Every past and future Minecraft version prepared for Horizon automatically. When
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
More: [#4758](https://github.com/horizon-rust/horizon/issues/4758)
</details>
#### Controllers: tested on real pads, and in the launcher
@@ -566,8 +558,6 @@ Make controller support solid: tested with real PlayStation and Xbox pads and a
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
More: [#10298](https://github.com/horizon-rust/horizon/issues/10298) · [#8678](https://github.com/horizon-rust/horizon/issues/8678)
</details>
#### The full debug screen
@@ -610,6 +600,16 @@ An output device list in Music & Sounds, falling back to the system default. [#1
</details>
#### Play in your language
Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.
<details><summary>Technical</summary>
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/horizon-rust/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/horizon-rust/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/horizon-rust/horizon/issues/1672)) and the main menu with zh_cn.
</details>
### Rendering
#### A light default shader pack
@@ -634,6 +634,16 @@ A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https:/
</details>
#### HDR monitors
Output for HDR monitors: brighter highlights and richer colour where your screen supports it.
<details><summary>Technical</summary>
Issue [#1441](https://github.com/horizon-rust/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
</details>
#### MSAA, anisotropic filtering, exclusive fullscreen
More graphics options: multisample anti-aliasing, anisotropic filtering and an exclusive fullscreen mode. Today Horizon has FXAA and borderless fullscreen.
@@ -668,16 +678,6 @@ A shared resource store keyed by the preparer's digest, no prepare intermediates
</details>
#### A launcher screen readers can read
Screen readers read the launcher's buttons, lists and settings, and every part of it works from the keyboard.
<details><summary>Technical</summary>
Issue [#4537](https://github.com/horizon-rust/horizon/issues/4537): the launcher is GPUI (not Electron), so it exposes nothing to UI Automation, NSAccessibility or AT-SPI yet. Needs an accessibility tree from GPUI (an AccessKit bridge) and a role and label on each widget.
</details>
#### A visible beta label
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
@@ -700,18 +700,6 @@ Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 buil
</details>
#### The launcher builds Horizon on other systems
On a system Horizon has no download for, such as FreeBSD, the launcher offers to build the game on your computer, as it already does for native mods.
<details><summary>Technical</summary>
Issue [#4354](https://github.com/horizon-rust/horizon/issues/4354): when no release asset matches the platform, the launcher fetches the tagged source and runs the same pinned-toolchain `cargo build --locked` its native-mod builds use, with a warning about the time it takes. The build is unsigned, so the launcher marks the version as built locally.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
@@ -732,8 +720,6 @@ Versions of Horizon for Android, iOS and web browsers. Nothing official yet; con
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/horizon-rust/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/horizon-rust/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/horizon-rust/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
More: [#9134](https://github.com/horizon-rust/horizon/issues/9134) · [#8069](https://github.com/horizon-rust/horizon/issues/8069) · [#4153](https://github.com/horizon-rust/horizon/issues/4153)
</details>
#### Horizon on Intel Macs
@@ -756,13 +742,13 @@ Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayla
</details>
#### A Nix flake
#### AppImage and a Nix flake
Install Horizon on NixOS through a Nix flake.
Install Horizon on any Linux distribution as an AppImage, and on NixOS through a Nix flake.
<details><summary>Technical</summary>
A player's idea (#horizon-ideas). The launcher's AppImage ships with each launcher release ([packaging/linux/appimage.sh](packaging/linux/appimage.sh)): one file with the libraries GPUI needs, which replaces itself when it updates. A flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA) is still missing, the way horizon-parity's NixOS setup runs them today.
A player's idea (#horizon-ideas). An AppImage of the launcher and game from the release workflow, and a flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA), the way horizon-parity's NixOS setup runs them today.
</details>
@@ -776,8 +762,6 @@ Record, replay and edit videos without leaving the game: record in a keypress, r
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
More: [#10025](https://github.com/horizon-rust/horizon/issues/10025)
</details>
#### Game menus in the launcher's style
@@ -868,8 +852,6 @@ Every download Horizon makes is checked against the project's signature, includi
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/horizon-rust/horizon/issues/1011), [#1014](https://github.com/horizon-rust/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
More: [#10354](https://github.com/horizon-rust/horizon/issues/10354)
</details>
## Help wanted
@@ -888,11 +870,30 @@ More: [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/pe
</details>
### Gameplay parity
#### End city banners keep their pattern
Banners in End cities show as plain magenta instead of with their pattern.
<details><summary>Technical</summary>
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/horizon-rust/horizon/issues/1438); possibly related: [#526](https://github.com/horizon-rust/horizon/issues/526).
</details>
#### Enchanted loot in End cities
Armour and tools in End city chests should come enchanted, as in vanilla.
<details><summary>Technical</summary>
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/horizon-rust/horizon/issues/1437), [#1660](https://github.com/horizon-rust/horizon/issues/1660).
</details>
## Recently shipped
- **Enchanted loot in End cities** (v0.2.73): Armour and tools in End city chests should come enchanted, as in vanilla. [#1437](https://github.com/horizon-rust/horizon/issues/1437) · [#1660](https://github.com/horizon-rust/horizon/issues/1660) · [#1911](https://github.com/horizon-rust/horizon/issues/1911) · [#2037](https://github.com/horizon-rust/horizon/issues/2037)
- **End city banners keep their pattern** (v0.2.67): Banners in End cities show as plain magenta instead of with their pattern. [#1438](https://github.com/horizon-rust/horizon/issues/1438) · [#526](https://github.com/horizon-rust/horizon/issues/526) · [#1928](https://github.com/horizon-rust/horizon/issues/1928)
- **Play in your language** (v0.2.65): Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English. [#1806](https://github.com/horizon-rust/horizon/issues/1806) · [#1594](https://github.com/horizon-rust/horizon/issues/1594) · [#1672](https://github.com/horizon-rust/horizon/issues/1672)
- **Chickens flap while they fall** (v0.2.67): Chickens should flap their wings while they fall, not stand still in the air. [#1706](https://github.com/horizon-rust/horizon/issues/1706) · [#1892](https://github.com/horizon-rust/horizon/issues/1892)
- **Ctrl+Backspace and scroll bars in menus** (v0.2.67): Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable. [#1764](https://github.com/horizon-rust/horizon/issues/1764) · [#1782](https://github.com/horizon-rust/horizon/issues/1782) · [#1884](https://github.com/horizon-rust/horizon/issues/1884) · [#1931](https://github.com/horizon-rust/horizon/issues/1931)
- **A pointing hand over buttons** (v0.2.67): The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3. [#1347](https://github.com/horizon-rust/horizon/issues/1347) · [#1897](https://github.com/horizon-rust/horizon/issues/1897)
@@ -903,7 +904,6 @@ More: [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/pe
- **Discord Rich Presence** (v0.2.58): Your Discord profile can show that you are playing Horizon, with a switch to turn it off. [#1787](https://github.com/horizon-rust/horizon/issues/1787) · [#1788](https://github.com/horizon-rust/horizon/issues/1788)
- **Server dialogs and login screens** (v0.2.67): Servers that show dialogs, such as the register and login screens of AuthMe, will work in Horizon. [#1720](https://github.com/horizon-rust/horizon/issues/1720) · [#1734](https://github.com/horizon-rust/horizon/issues/1734) · [#1735](https://github.com/horizon-rust/horizon/issues/1735)
- **Microsoft sign-in** (launcher@0.2.17): Sign in with your Microsoft account in the launcher to play on online-mode servers. [docs/microsoft-account.md](docs/microsoft-account.md) · [#2879](https://github.com/horizon-rust/horizon/issues/2879)
- **HDR monitors** (v0.2.74): Output for HDR monitors: brighter highlights and richer colour where your screen supports it. [#1441](https://github.com/horizon-rust/horizon/issues/1441) · [#2021](https://github.com/horizon-rust/horizon/issues/2021) · [#2292](https://github.com/horizon-rust/horizon/issues/2292)
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/horizon-rust/horizon/issues/1917) · [#1920](https://github.com/horizon-rust/horizon/issues/1920) · [#1936](https://github.com/horizon-rust/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/horizon-rust/horizon/issues/1562) · [#1569](https://github.com/horizon-rust/horizon/issues/1569) · [#1570](https://github.com/horizon-rust/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/horizon-rust/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
+20 -319
View File
@@ -1,102 +1,12 @@
# Third-party notices
## Code removed for its license
Horizon once shipped three pieces of code under MIT that came from projects whose licenses don't allow that. All
three are gone from main. They are listed here for anyone who holds an older commit, tag or release: in those
versions, that code is not covered by Horizon's MIT license. It stays under its authors' copyright and its original
license.
- **Shader packs written from Iris's source.** `crates/horizon-shaderpack` and the render stages that used it were
written from the source of [Iris](https://github.com/IrisShaders/Iris) (LGPL-3.0, copyright the Iris contributors).
They were added from 15 October 2026 (`b22583d057`), shipped in the game releases `v2026.10.16.02` to `v0.2.46`,
and were removed on 24 October 2026 ([#1561](https://github.com/horizon-rust/horizon/pull/1561)) after a developer
of Iris showed us. Shader packs came back in `crates/horizon-shaders`, first written from a description of the
pack format.
- **Math functions translated from OpenJDK.** In `crates/horizon-core/src/jmath.rs`, `fdlibm::{log, log10, cbrt,
hypot}` were translated from OpenJDK's `java/lang/FdLibm.java` and `round_f32` from its `java/lang/Math.java`
(GPL-2.0 with the Classpath Exception), and `aarch64::{sin, cos}` from HotSpot's `macroAssembler_aarch64_trig.cpp`
(GPL-2.0); copyright Oracle and/or its affiliates, and Cavium for that file. The `fdlibm` and `aarch64` functions
were added on 13 October 2026 (`558d140fca`, first released in `v2026.10.13`). `round_f32` was added on 14 October
2026 as `java_round` in `crates/horizon-client/src/mipmap.rs` (`95db0fce9d`) and moved into `jmath.rs` on 3
November ([#7770](https://github.com/horizon-rust/horizon/pull/7770)). All of them were replaced in
[#11944](https://github.com/horizon-rust/horizon/pull/11944) by code written without OpenJDK's sources, from Sun's
fdlibm C sources, the Java SE API documentation and a description of the behaviour, and checked against a JVM
([#6741](https://github.com/horizon-rust/horizon/issues/6741)).
- **Java's `HashMap` translated from OpenJDK.** `crates/horizon-world/src/java_hash_map.rs`, which reproduces the
iteration order of `java.util.HashMap`, was translated from OpenJDK's `java/util/HashMap.java` (GPL-2.0 with the
Classpath Exception; copyright Oracle and/or its affiliates). It was added on 7 October 2026 (`118e93ea51` and
`194db0dbb4`, first released in `v2026.10.12`). It was replaced in
[#12043](https://github.com/horizon-rust/horizon/pull/12043) by code written without OpenJDK's sources, from a
description of the behaviour, the Java SE API documentation and the textbook red-black tree, and checked against a
JVM ([#6741](https://github.com/horizon-rust/horizon/issues/6741)).
## Catnip / Ponder
`crates/horizon-client-render/src/fluid_render.rs` translates the still-fluid face tiling and
UV rules of Catnip's `FluidRenderHelper` from Ponder 1.0.82 for Minecraft 1.21.1
(`net.createmod.ponder:ponder-neoforge:1.0.82+mc1.21.1`). Copyright (c) 2022 The Create Team,
licensed under MIT (`LICENSE_Ponder` in that artifact); the full license heads the Rust file.
The native renderer uses Horizon's own block-sprite arrays, pose and light packing. The
development-only oracle calls the unchanged helper from the player's local artifact. No
original classes, game shaders, textures or prepared resources are distributed here.
## wgpu-hal
`third_party/wgpu-hal` is [wgpu-hal](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs
developers, with upstream fixes applied
([gfx-rs/wgpu#10124](https://github.com/gfx-rs/wgpu/pull/10124),
[gfx-rs/wgpu#10714](https://github.com/gfx-rs/wgpu/pull/10714)). Its GL backend also reports
the context's sampled textures and samplers per shader stage (usually 32 on desktop GL,
where WebGL2's minimum 16 was reported before), so a pipeline layout the driver accepts is
not refused. It is licensed under MIT or Apache-2.0; both licenses are in that folder
(`LICENSE.MIT`, `LICENSE.APACHE`).
## naga
`third_party/naga` is [naga](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs developers, with
fixes to its GLSL frontend that shader packs need, each applied in the commit that needed it. It is licensed under MIT or Apache-2.0; both licenses
are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
The GLSL frontend also resets the common type for each comma-separated declarator so one
variable's array specifier does not change later variables.
It also reads a struct member outside a constant expression through a pointer to the member,
not out of a loaded copy of the whole struct, so a member an atomic function uses can be read.
## DirectX Shader Compiler
The Windows x64 game folder holds `dxcompiler.dll`, Microsoft's DirectX Shader Compiler
[v1.9.2609](https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.9.2609), unmodified: the
`bin/x64/dxcompiler.dll` of `dxc_2026_09_29.zip` (zip SHA-256
`ad31b1fc8443175d204f77a611fdb3ef2ec42759bdc2f1167368de24a4a7e7f1`, DLL SHA-256
`0689e2fee0a1c9df8662a59680469f24e2a3ad7ce6bbbcc9284f7a83172bfc59`, 22,274,872 bytes). The release build downloads
it and checks both checksums (`tools/ci/fetch_dxc.py`); it is not in this repository. DirectX 12 loads it only on
integrated GPUs (`crates/horizon-client-render/src/gfx/dx12_compiler.rs`,
[#8513](https://github.com/horizon-rust/horizon/issues/8513)); every other GPU compiles with FXC, part of Windows.
Copyright (c) Microsoft Corporation. It is not covered by Horizon's MIT license. It is distributed under the
"Microsoft Software License Terms, Microsoft DirectX Shader Compiler" (`LICENSE-MS.txt` of that release). Its
Distributable Code terms are the Windows SDK's: end users get terms that protect the code and Microsoft at least as
much, and the distributor indemnifies Microsoft. The project accepted them on 2026-11-08. Its open-source part is also under the University of Illinois/NCSA license (`LICENSE-LLVM.txt`). Both
files ship beside the DLL as `DXC-LICENSE-MS.txt` and `DXC-LICENSE-LLVM.txt`, with `DXC-NOTICE.txt`
(`packaging/windows/`), which tells players those terms apply and that deleting the DLL brings back FXC.
- Only x64: the Windows SDK's list of distributable files
([REDIST.TXT lists](https://learn.microsoft.com/en-us/legal/windows-sdk/redist), updated 2024-10-21) names
`Redist\D3D\x64\dxcompiler.dll` and `dxil.dll` and their x86 copies, for classic Windows applications (Horizon is
one), and no ARM64 copy. The release zip's own `LICENSE-MS.txt` refers to a list of distributable files that the zip
doesn't contain, so the SDK's list is the one followed. The Windows ARM64 build ships no DXC and compiles with FXC.
- No `dxil.dll`: since DXC 1.8.2505 the compiler signs shaders with its own validator and no longer loads it, and
wgpu never does.
## libmimalloc-sys and mimalloc
`third_party/libmimalloc-sys` is [libmimalloc-sys](https://github.com/purpleprotocol/mimalloc_rust)
0.1.49 by Octavian Oncescu, with the [mimalloc](https://github.com/microsoft/mimalloc) v3 sources it
bundles (Copyright (c) 2018-2025 Microsoft Corporation, Daan Leijen), both under the MIT license
(`LICENSE.txt` and `c_src/mimalloc/v3/LICENSE` in that folder). It holds only the v3 sources. One
change: `mi_popcount` in `include/mimalloc/bits.h` uses mimalloc's portable bit count on MSVC
x86/x64 instead of the POPCNT instruction, which CPUs before Nehalem lack (#7264).
[gfx-rs/wgpu#10714](https://github.com/gfx-rs/wgpu/pull/10714)). It is licensed under MIT or
Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
## Pixelify Sans
@@ -111,43 +21,32 @@ by The Pixelify Sans Project Authors, licensed under the SIL Open Font License 1
license (`crates/horizon-theme/icons/pixel/LICENSE-pixelarticons.txt`). `star.svg` is Horizon's own, drawn on
the same grid.
## Hugeicons
`crates/horizon-theme/icons/glass/*.svg` are icons from the free set of
[Hugeicons](https://github.com/hugeicons/hugeicons) (`@hugeicons/core-free-icons` 4.4.0), under
the MIT license (`crates/horizon-theme/icons/glass/LICENSE-hugeicons.txt`), exported with a 1.6
stroke in `currentColor`.
`crates/horizon-theme/icons/glass/discord.svg` is Discord's logo as drawn by
[Simple Icons](https://github.com/simple-icons/simple-icons) 13.21.0 (CC0 1.0). The logo is Discord's
trademark, used only on the button that opens Horizon's Discord server.
## AMD FidelityFX SDK (FSR 3.1 frame generation)
`crates/horizon-client-render/src/gfx/frame_gen/optical_flow.wgsl` and `interpolation.wgsl` are
ports to WGSL of the optical flow and frame interpolation shaders of the
[AMD FidelityFX SDK](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK) 1.1.4
(`sdk/include/FidelityFX/gpu/{opticalflow,frameinterpolation}`, at commit
`crates/horizon-client-render/src/gfx/frame_gen/optical_flow.wgsl` is a port to WGSL of the
optical flow shaders of the [AMD FidelityFX SDK](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK)
1.1.4 (`sdk/include/FidelityFX/gpu/opticalflow`, at commit
[c6efa6bf7f20](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/tree/c6efa6bf7f2027b3ec94f28578bb5965eabb9e55)),
and `optical_flow.rs` and `interpolation.rs` follow the SDK's
`sdk/src/components/{opticalflow/ffx_opticalflow.cpp,frameinterpolation/ffx_frameinterpolation.cpp}`
(their passes, their order and their dispatch sizes). Copyright (C) 2024 Advanced Micro Devices,
Inc., under the MIT license, whose text heads each file. AMD and FidelityFX are AMD's
and `optical_flow.rs` follows the SDK's `sdk/src/components/opticalflow/ffx_opticalflow.cpp`
(its passes, their order and their dispatch sizes). Copyright (C) 2024 Advanced Micro Devices,
Inc., under the MIT license, whose text heads both files. AMD and FidelityFX are AMD's
trademarks; Horizon is not affiliated with AMD.
## Mod loader logos
The launcher shows the logo of the mod loader an instance plays with, and offers the logos as
instance icons.
The launcher shows the logo of the mod loader an instance plays with.
- `launcher/assets/logos/{fabric,quilt,neoforge,forge}.png` are the loaders' logos as the launcher
mockup on [playhorizon.dev/launcher](https://playhorizon.dev/launcher) shows them (horizon-site
`public/media/launcher/*.webp`, converted to PNG), each its project's own mark:
[Fabric](https://fabricmc.net/), [Quilt](https://quiltmc.org/) (its art is
[CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/)),
[NeoForged](https://neoforged.net/) (its art, by Ridanisaurus, is
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)) and
[Minecraft Forge](https://minecraftforge.net/). They name the loader an instance runs.
- `launcher/assets/logos/quilt.png` is the Quilt mini icon (`brand/128png/quilt_mini_icon_transparent.png`)
from [QuiltMC/art](https://github.com/QuiltMC/art), by the Quilt Project, dedicated to the public
domain under [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/).
- `launcher/assets/logos/neoforge.png` is NeoForged's icon (`art/neoforged_icon_16x16.png`) from
[neoforged/.github](https://github.com/neoforged/.github/tree/main/art), © the NeoForged team,
created by Ridanisaurus, under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). It is
unmodified (the launcher scales it up by whole pixels).
- Fabric's and Forge's icons are not shipped: neither publishes a license for its logo. The launcher
fetches them from their own sites when an instance needs them
([fabric-loader's icon](https://github.com/FabricMC/fabric-loader/blob/master/src/main/resources/assets/fabricloader/icon.png),
[files.minecraftforge.net's](https://files.minecraftforge.net/)).
Each logo belongs to its project. Showing it says which loader an instance runs; it does not mean
the project endorses Horizon.
@@ -160,201 +59,3 @@ with Microsoft accounts
The four-square Microsoft symbol in `launcher/src/microsoft.rs` reproduces the squares, positions and
colours of Microsoft's official `ms-symbollockup_mssymbol_19.svg` from that page, unmodified. Microsoft
and its logo are trademarks of the Microsoft group of companies; Horizon is not endorsed by Microsoft.
## CIT Resewn
`crates/horizon-optifine/src/cit.rs` and `crates/horizon-client-render/src/cit.rs` follow the
condition semantics of [CIT Resewn Continuation](https://github.com/EthanVisagie/CIT-Resewn-Continuation-1.21.11)
(at `b792f9a`), a continuation of [CIT Resewn](https://github.com/SHsuperCM/CITResewn) by SHsuperCM: the
1.21 component paths, enchantment levels, percent damage, text matching and rule ordering. It is
licensed under the MIT license:
> Copyright (c) 2021 SHsuperCM
>
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
> and associated documentation files (the "Software"), to deal in the Software without
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
> Software is furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in all copies or
> substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## FusionExamples
The tile tables in `crates/horizon-optifine/src/fusion/layout.rs` were read off the connecting
texture templates (`templates/template <layout>.png`) of
[FusionExamples](https://github.com/SuperMartijn642/FusionExamples) (at `8c9c56e`), which is
licensed under the MIT license:
> Copyright (c) 2024 Martijn van den Brand
>
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
> and associated documentation files (the "Software"), to deal in the Software without
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
> Software is furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in all copies or
> substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## BlueMap
`crates/horizon-client-render/src/bluemap.rs` reads the lowres tiles of a server's
[BlueMap](https://github.com/BlueMap-Minecraft/BlueMap) web map. It follows three of BlueMap's files:
`core/src/main/java/de/bluecolored/bluemap/core/map/lowres/LowresLayer.java` (`saveTile`) for the
tiles' pixel layout, `common/webapp/src/js/util/Utils.js` (`pathFromCoords`) for their paths, and
`core/src/main/java/de/bluecolored/bluemap/core/map/MapSettingsSerializer.java` for a map's
`settings.json`, at commit
[96ae320d1d39](https://github.com/BlueMap-Minecraft/BlueMap/tree/96ae320d1d39581c10058d8222f2290f2fcb5333).
BlueMap is licensed under the MIT license:
> Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
> Copyright (c) contributors
>
> Permission is hereby granted, free of charge, to any person obtaining a copy
> of this software and associated documentation files (the "Software"), to deal
> in the Software without restriction, including without limitation the rights
> to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
> copies of the Software, and to permit persons to whom the Software is
> furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in
> all copies or substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
> AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
> THE SOFTWARE.
## JOML
`crates/horizon-client-render/src/camera.rs` (`joml::Mat4::rotation`, `invert_orthonormal`) and
`crates/horizon-client-render/src/gfx/pack_uniforms.rs` (`invert_generic`, `invert_affine`, the
formulas of `pack_projection` and `shadow_ortho`) adapt the float arithmetic of
`Matrix4f.rotation(Quaternionfc)`, `invertOrthonormal`, `invertGenericNonThis`, `invertAffine`,
`setPerspective` and `setOrtho` from
[JOML](https://github.com/JOML-CI/JOML/tree/faf9eef2511242122beb6055fe3da92daed214c5) 1.10.9, the
library vanilla 26.3 uses, so that shader packs get the same matrices to the last bit. Changes:
ported to Rust; the pack_uniforms.rs functions drop JOML's property flags, and
`pack_projection` works the formula in doubles. The copyright line and license notice also head
both files.
`camera.rs` also adapts `Quaternionf.rotationX`, `rotationY` and `rotationZ`,
`Matrix4f.rotateAffine` and `Vector4f.mulAffine` (`joml::Quat::rotation_x`/`_y`/`_z`,
`joml::Mat4::rotate_affine`, `transform_affine`), for the sky's positions shader packs read.
Changes: ported to Rust; `rotate_affine` keeps only the affine case.
```
The MIT License
Copyright (c) 2015-2026 Richard Greenlees
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
```
## Just Enough Items
The Recipes GUI sprites and settings icon under `crates/horizon-client-render/src/jei_recipes` are from
[Just Enough Items 31.17.0.108](https://github.com/mezz/JustEnoughItems/tree/0371fa6fafa14635a356019e4604f5580b26a34f)
by mezz and contributors, under the MIT license in that directory (`LICENSE.txt`).
## Flywheel native model directional shading
The two-light diffuse expression and transformed-normal policy in
`terrain.wgsl`'s native model entries follow Flywheel 1.0.6
(`internal/diffuse.glsl`, `instance/transformed.vert`, `internal/common.vert`).
No Flywheel classes, compiled shaders or original model/texture assets are bundled.
Copyright (c) 2021-2024 Jozufozu
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## fdlibm
`crates/horizon-core/src/jmath/fdlibm.rs` and the `fdlibm_asin`, `fdlibm_atan` and
`fdlibm_atan2` functions in `crates/horizon-core/src/geometry/trig.rs` are Rust ports of
[fdlibm](https://www.netlib.org/fdlibm/) 5.3, Sun's freely distributable math library, whose
results the Java SE API specifies for `StrictMath`. `fdlibm.rs` ports `e_log.c`, `e_log10.c`,
`s_cbrt.c` and `e_hypot.c`, and, with fused multiply-adds, `s_sin.c`, `s_cos.c`, `k_sin.c`,
`k_cos.c` and `e_rem_pio2.c`; `trig.rs` ports `e_asin.c`, `s_atan.c` and `e_atan2.c`. This
notice also heads both files:
```
Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
Developed at SunSoft, a Sun Microsystems, Inc. business.
Permission to use, copy, modify, and distribute this
software is freely granted, provided that this notice
is preserved.
```
## Starling
`crates/horizon-client-render/src/touch/layout.rs` and `crates/horizon-client-render/src/touch/aim.rs`
are adapted from the touch layout and touch helpers of
[Starling](https://github.com/starling-client/starling), an Android port of Horizon, at commit
[150a414b09a1](https://github.com/starling-client/starling/tree/150a414b09a18c900489d9462a7fc035dae744b7)
(`android` branch), written mostly by Vasysik. Starling is licensed under the same MIT license as
Horizon (Copyright (c) 2026 Ludovic Marie and the Horizon contributors).
`crates/horizon-client-render/src/keypad.rs` is adapted from Starling's keypad profile
(`crates/horizon-client-render/src/keypad.rs`) at the same commit.
`crates/horizon-client-render/src/android_gamepad.rs` is adapted from Starling's controller decoder
(`crates/horizon-client-render/src/android_gamepad.rs`) and the input-mode part of its
`android_runtime.rs`, at the same commit.
`crates/horizon-client-render/src/touch.rs` and `touch/tests/` are adapted from the touch input
state of Starling's `crates/horizon-client-render/src/touch.rs` at the same commit.
`crates/horizon-client-render/src/android_runtime.rs` and `android_runtime/tests/` are adapted from the
input part of Starling's `crates/horizon-client-render/src/android_runtime.rs` at the same commit.
+5 -9
View File
@@ -1,9 +1,9 @@
#!/usr/bin/env python3
"""Server load bench: the same horizon-bots load on Horizon, vanilla 26.3 or Pumpkin.
python3 tools/bench.py --server horizon --exe target/release/horizon-server --bots 50
python3 tools/bench.py --server vanilla --jar ~/mc/server.jar --bots 50 --pre-generated ~/worlds/seed12345
python3 tools/bench.py --server pumpkin --exe ./pumpkin --bots 50
python3 bench/bench.py --server horizon --exe target/release/horizon-server --bots 50
python3 bench/bench.py --server vanilla --jar ~/mc/server.jar --bots 50 --pre-generated ~/worlds/seed12345
python3 bench/bench.py --server pumpkin --exe ./pumpkin --bots 50
Every run uses a fresh scratch folder (bound to 127.0.0.1, offline, creative so the bots can fly), starts the
server, lets `horizon-bots` join one every --join-every seconds, warms up, then measures for --seconds:
@@ -39,11 +39,6 @@ import tempfile
import threading
import time
try:
from . import lab
except ImportError:
import lab
ROOT = Path(__file__).resolve().parent.parent
EXE = '.exe' if os.name == 'nt' else ''
SERVERS = ('horizon', 'vanilla', 'pumpkin')
@@ -212,7 +207,8 @@ class Server:
self.lines = []
self.lock = threading.Lock()
self.log = log_path.open('w', encoding='utf-8')
env = lab.game_env(HORIZON_HOME=directory / 'horizon-home')
env = dict(os.environ, HORIZON_NO_AUDIO='1', HORIZON_HOME=str(directory / 'horizon-home'),
HORIZON_LAUNCHER_NO_SELF_UPDATE='1')
self.process = subprocess.Popen([str(c) for c in command], cwd=directory, stdin=subprocess.PIPE,
stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True,
encoding='utf-8', errors='replace', env=env)
@@ -0,0 +1,78 @@
# Entity model document loading
The three startup batches (boats/chest boats, minecarts, armor stands/player armor)
now share one parsed document. For this fixture, that replaces 43 full document
reads/parses (boat discovery plus 42 selected layers) with one. Selected models
still produce independent `Part` trees; the document is dropped after the batches
are built. Other entity loaders retain their existing behavior.
## Reproduce
From the repository root:
```sh
python3 benchmarks/entity-model-document-2026-10-14/generate_fixture.py /tmp/horizon-entity-model-document-fixture.json
ENTITY_MODEL_BENCH_DOCUMENT=/tmp/horizon-entity-model-document-fixture.json \
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_document_benchmark -- --ignored --nocapture
```
`CARGO_TARGET_DIR` is optional and can be changed for another machine. Supply a
prepared `entity-models.json` through `ENTITY_MODEL_BENCH_DOCUMENT` to benchmark
that document instead; the harness copies only that file to a temporary root.
`ENTITY_MODEL_BENCH_REPETITIONS` controls repetitions (default 15).
The opt-in Rust test calls the actual three optimized production loaders and
compares every selected part name, pose, polygon normal/vertex and child against
the previous algorithm using the compatible per-model `load_model` API. Timings
include reading, parsing, constructing, normalizing into a common result map, and
dropping the result. Each variant gets three warmups and 15 measured calls, with
order alternating. `black_box` consumes inputs/results. No other builds or
optimization benchmarks ran during the measured calls.
## Input and limitations
Prepared resources were unavailable in the repository and local Horizon asset
directories. This is a **synthetic** 2,473,695-byte document with 458 model layers,
each containing 12 posed parts with six exported quads and normals. It selects 22
boat/chest-boat layers, six minecart layers and 14 armor/player layers (42 total).
One wood name is synthetic (`test_wood`); boat discovery accepts arbitrary wood
names. The extra layers model the cost of parsing a full production-size document
for each selected model.
File data is warm in the OS page cache. Equipment files are absent, so equipment
texture loading is excluded. This measures the entity-model batch only and does
not establish overall startup, frame time or FPS improvement. Shapes/layer counts
in real prepared documents can produce different absolute timings.
Machine: AMD Ryzen 5 5600X (6 cores / 12 threads), Linux x86_64,
Rust 1.99.0 (b940084d7, LLVM 23.1.1), Cargo `fast` profile (opt-level 3,
16 codegen units, no LTO). Baseline algorithm corresponds to main
`73a019967e9665c6b96332988c13cb66679d8477`.
## Results
| Variant | Median batch time | Full document reads/parses |
| --- | ---: | ---: |
| Previous per-model algorithm | 1,434.974 ms | 43 |
| Shared document | 33.420 ms | 1 |
The measured batch is **42.94× faster** on this synthetic input. All 15 samples
for both variants, warmup count, document size and selected model count are in
[`results.json`](results.json).
## Validation
```sh
cargo fmt --all -- --check
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_loading_tests -- --nocapture
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo clippy -p horizon-client --profile fast --lib --bin horizon-client --tests -- -D warnings
```
The regular tests cover full/sparse documents, unrelated layers, a missing file,
invalid JSON, non-object JSON, missing model keys, independent model trees, and
equipment loading when the document is unavailable.
@@ -0,0 +1,31 @@
"""Generate a production-size synthetic document; no prepared assets required."""
import json
import pathlib
import sys
woods = "oak spruce birch jungle acacia dark_oak mangrove cherry bamboo pale_oak test_wood".split()
carts = "minecart chest_minecart hopper_minecart furnace_minecart tnt_minecart command_block_minecart".split()
keys = [f"minecraft:{prefix}/{wood}#main" for prefix in ("boat", "chest_boat") for wood in woods]
keys += [f"minecraft:{cart}#main" for cart in carts]
keys += [f"minecraft:{model}#{slot}" for model in ("player", "armor_stand", "armor_stand_small")
for slot in ("helmet", "chestplate", "leggings", "boots")]
keys += [f"minecraft:{model}#main" for model in ("armor_stand", "armor_stand_small")]
face = [[0, 0, 0, 0, 0], [16, 0, 0, 1, 0], [16, 16, 0, 1, 1], [0, 16, 0, 0, 1]]
part = {"pose": [1, 2, 3, 0.25, -0.5, 0.75, 1, 1, 1], "polygons": [face] * 6,
"normals": [[0, 0, 1]] * 6}
model = {"pose": [0, 0, 0, 0, 0, 0, 1, 1, 1],
"children": {f"part_{i}": part for i in range(12)}}
encoded = json.dumps(model, separators=(",", ":"))
entries = [json.dumps(key) + ":" + encoded for key in keys]
size = 2 + sum(map(len, entries)) + len(entries) - 1
index = 0
while size < 2_470_000:
entry = json.dumps(f"minecraft:fixture_{index}#main") + ":" + encoded
entries.append(entry)
size += 1 + len(entry)
index += 1
output = pathlib.Path(sys.argv[1])
output.write_text("{" + ",".join(entries) + "}")
print(json.dumps({"path": str(output), "bytes": output.stat().st_size,
"layers": len(entries), "selected_layers": len(keys)}))
@@ -0,0 +1,43 @@
{
"baseline_median_ms": 1434.973835,
"baseline_ms": [
1400.008286,
1406.761694,
1408.9131360000001,
1418.6680549999999,
1419.149658,
1427.082872,
1433.088092,
1434.973835,
1449.7688150000001,
1452.143883,
1453.987998,
1455.518231,
1457.0334540000001,
1458.588552,
1485.34133
],
"document_bytes": 2473695,
"optimized_median_ms": 33.419768000000005,
"optimized_ms": [
32.64795,
32.812732,
33.054488,
33.056914,
33.102999000000004,
33.23532,
33.28287,
33.419768000000005,
33.610569,
33.874749,
33.915657,
33.93877,
34.009893999999996,
34.550526,
36.096408000000004
],
"repetitions": 15,
"selected_models": 42,
"speedup": 42.937875421516985,
"warmup_pairs": 3
}
@@ -1,42 +0,0 @@
# Entity occlusion split measurements — 2026-11-02
These measurements came from the pre-split integration branch for PR #7054. That build contained the entity-occlusion rewrite and particle light lookup cache; Particle Culling was Off. They are useful comparison evidence, but they are not a benchmark of this isolated entity-only commit. The cache-only run in PR #7391 measured effectively the same CPU time on the ordinary scene, but the combined result still cannot isolate interactions.
Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap. Two opposite-order passes measured for 8 seconds after warmup. Values are means. CPU is harness average CPU ms per frame; p99 is frame time. The driver supplied no usable GPU timing.
## Ordinary scene
The scene had 24 mobs, roughly 9,400–10,100 rain particles and campfire smoke.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, entity culling Off | 88.59 | 1.829 | 24.51 |
| Pre-split integration branch, all culling Off | 88.33 | 2.063 | 24.51 |
| Main, entity culling Synchronous | 89.34 | 1.965 | 23.99 |
| Pre-split integration branch, entity Synchronous | 89.13 | 2.113 | 24.15 |
This normal-scene run does not show a large FPS change; its CPU differences are small relative to frame time and not attributable to the entity-only change by themselves.
## Opaque-wall scene
A 32×32 platform at Y=300, a 7-block wall with a one-block vertical opening, and 192 pigs spawned behind the wall (216 mobs in the captured scene). The player looked toward the opening from the near side. The same world and camera path were used for the main and integration builds.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, Off | 89.08 | 2.423 | 13.52 |
| Integration branch, Off | 89.23 | 2.355 | 13.27 |
| Main, Synchronous | 92.81 | 2.566 | 14.60 |
| Integration branch, Synchronous | 93.21 | 2.550 | 12.84 |
| Main, Asynchronous | 92.73 | 2.364 | 13.04 |
| Integration branch, Asynchronous | 92.62 | 2.314 | 13.18 |
The asynchronous mode reduced measured CPU time slightly in this wall scene but did not improve FPS beyond run-to-run spread. This is a synthetic occlusion-heavy scene, not a broad performance claim.
## Captures
The HUD performance overlay is visible in each capture. The integration-build screenshots were recorded with the same wall and camera position in Off, Synchronous, and Asynchronous modes.
- Main, Off: `main-off.png`
- Integration branch, Off: `branch-off.png`
- Integration branch, Synchronous: `branch-sync.png`
- Integration branch, Asynchronous: `branch-async.png`
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@@ -1,42 +0,0 @@
# Entity occlusion pipeline — release/OpenGL run (2026-11-04)
This is the final local smoke benchmark for the entity-occlusion pipeline before opening the PR. It was run from the branch after the release build completed, with the OpenGL backend selected explicitly. The same process created each scene, switched the culling mode, flew the camera for two seconds, collected frame/CPU telemetry, and captured the screenshot after the scene settled.
**Host:** Intel Core i7-3770S, Intel HD Graphics 4000, Mesa OpenGL 4.2
**Window:** 1280×720, offscreen, VSync disabled
**World:** fresh temporary home, 32×32 platform at Y=300; wall scenes add a solid stone wall and an optional one-block slit
**Entities:** 24 pigs in the normal scene, 192 pigs in wall scenes, 512 pigs in stress scenes
**Settings:** render distance 8, `entityCullingPrecheck:64`, FPS overlay on, no resource-pack occlusion assumptions
**Build:** `cargo build --release -p horizon-client`
## Results
The values below are branch-only measurements. They are useful for comparing the three modes under identical geometry and for checking that the worker is doing useful work. A fresh main binary was not built in this short pass, so these numbers do not claim a controlled main-to-branch delta.
| Scene | Off FPS / CPU p50 | Sync FPS / CPU p50 | Async FPS / CPU p50 | Async entities culled |
| --- | ---: | ---: | ---: | ---: |
| `entity_normal` (24 visible) | 240.5 / 0.586 ms | 233.5 / 0.762 ms | 239.3 / 0.686 ms | 0 |
| `entity_wall` (192, solid) | 228.8 / 1.245 ms | 318.6 / 1.342 ms | **324.5 / 0.478 ms** | 124,608 |
| `entity_wall_slit` (192, one-block slit) | 231.4 / 1.102 ms | 265.0 / 1.387 ms | **281.2 / 0.716 ms** | 102,826 |
| `entity_stress` (512, solid) | 190.3 / 2.467 ms | 299.2 / 2.593 ms | **325.5 / 0.691 ms** | 290,234 |
| `entity_stress_slit` (512, one-block slit) | 190.4 / 2.476 ms | 262.2 / 2.573 ms | **262.1 / 1.297 ms** | 227,301 |
Async telemetry confirmed that the render thread stayed non-blocking (`try_recv`/`try_send`, `worker_blocking_wait_ms: 0`). The latest wall/slit run completed 562 worker jobs, queued 3,982 queries, avoided about 4.0 million entity bytes, and had 379 ns recent p50 worker-job time. The solid 512-pig run culled 15,552 generated vertices; the slit run culled 120,290 generated vertices. The normal scene recorded no pre-model hides and kept the opt-in path close to Off.
## Captures
Every image includes the FPS performance overlay. The names are `<mode>-<scene>.png`:
- [Off — normal](screenshots/off-entity_normal.png), [wall](screenshots/off-entity_wall.png), [wall slit](screenshots/off-entity_wall_slit.png), [stress](screenshots/off-entity_stress.png), [stress slit](screenshots/off-entity_stress_slit.png)
- [Sync — normal](screenshots/sync-entity_normal.png), [wall](screenshots/sync-entity_wall.png), [wall slit](screenshots/sync-entity_wall_slit.png), [stress](screenshots/sync-entity_stress.png), [stress slit](screenshots/sync-entity_stress_slit.png)
- [Async — normal](screenshots/async-entity_normal.png), [wall](screenshots/async-entity_wall.png), [wall slit](screenshots/async-entity_wall_slit.png), [stress](screenshots/async-entity_stress.png), [stress slit](screenshots/async-entity_stress_slit.png)
## Reproduction
From the repository root, with prepared 26.3 resources available:
```sh
python3 tools/entity_occlusion_bench.py
```
The script uses fresh temporary game data, the release binary in `target/release`, OpenGL, the FPS overlay, and writes JSON plus captures under `/tmp/horizon-entity-occlusion-release-quick/`.
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@@ -0,0 +1,69 @@
# Reuse parsed model states
`models::prepare` parsed `model-states.json` to select blocks, then
`StateModels::load` reopened and parsed the same document for binding and baking.
`StateModels::from_facts` now borrows the first parsed map. The public `load`
entry point still reads, parses and validates its own document. Both paths retain
the `fs::read` + `serde_json::from_slice` strategy merged in PR #205.
The shared map uses `BTreeMap`, preserving the original catalog loader's JSON
validation, including rejection of top-level `null`. The old selection map was
`serde_json::Map`, also backed by a BTreeMap with the project's current features.
Catalog binding, model selection and baking are unchanged. Preparation no longer
holds a second complete JSON tree while constructing the catalog; no persistent
cache or extra clones were added.
## Measurement
The committed `model_states_bench` example runs main's two-parse sequence after PR #205
(first a serde JSON map, then `StateModels::load`) and the new one-parse sequence
(first a BTreeMap, then `StateModels::from_facts`). Both select blocks from the
same generated document with slice parsing and call the actual catalog binding/baking code. Timing
includes file reads, parsing, filtering, binding, baking and result destruction.
Fixture generation and equality checks run outside the timed region.
Prepared Minecraft resources were unavailable locally, so this is a synthetic
2,836,696-byte document containing 843 block schemas and 53,952 states. Schemas
combine integer and named properties. Blockstate resources use weighted and
conditional multipart choices with rotations and UV locking, sharing one model
with a baked face. Its absent texture uses the normal missing-sprite fallback.
Both paths read identical files with a warm OS cache. The workload does not
represent the full diversity of production model and texture assets.
On AMD Ryzen 5 5600X, Linux 7.2.8-zen1-2-zen x86_64, rustc 1.99.0
(b940084d7 2026-09-28), Cargo `fast` profile, serial execution:
| Path | Median (15 samples) |
| --- | ---: |
| Before: parse twice, with #205 slice readers | 96.080 ms |
| After: reuse first parse, with #205 slice readers | 73.585 ms |
**1.306x speedup; 23.41% less elapsed time** for this loading segment after PR #205. Each path
has two warmups, sample order alternates, and inputs/results use `black_box`.
This excludes gallery placements, GPU work and overall application startup.
These measurements supersede the original unbuffered-reader timings
(2732.004 ms → 1386.060 ms, 1.971x) after rebasing onto main at
`e96e1571`. The reviewer measured approximately 1.05x with real prepared resources;
the generated fixture's balance of parsing and binding differs from production.
The change still removes one complete document read, parse and JSON tree.
Equality validation compares every state's selected variants and baked geometry
at three positions, plus sprite layers and opacity/translucency flags. The
focused test also checks matching schema/registry errors, malformed/missing
source files, rejection of `null`, and successful shared-facts loading after the
source file has been deleted.
## Reproduce
```sh
export CARGO_TARGET_DIR=/home/bob/Documents/horizon/target
export CARGO_INCREMENTAL=0
cargo run -p horizon-client --profile fast --example model_states_bench -- 15
cargo test -p horizon-client --profile fast --example model_states_bench
cargo clippy -p horizon-client --all-targets --profile fast -- -D warnings
cargo fmt --all -- --check
```
The target directory can be changed for another machine. The example creates and
removes its fixtures in the system temporary directory.
@@ -0,0 +1,54 @@
{
"date": "2026-10-15",
"environment": "Linux x86_64/ext4/NVMe, Ryzen5 5600X, Rust1.99.0, Cargo fast",
"scope": "actual resource_root vs original wrapper/builder; warmed storage; output equivalence outside timing",
"warmups": 2,
"median_samples": 11,
"prepared_minecraft": "26.3",
"prepared_schema": 7,
"prepared_manifest_sha256": "fd03c686302748748e132ef3978b7b0bcf42024257e802985a5cc7175cc74298",
"packs": [
{
"project": "faithful-32x",
"version": "lDYpMiqk",
"version_name": "[26.3] Faithful 32x \u2013 September 2026 Release",
"publisher_page": "https://modrinth.com/resourcepack/faithful-32x/version/lDYpMiqk",
"download_url": "https://cdn.modrinth.com/data/w0TnApzs/versions/lDYpMiqk/Faithful%2032x%20-%2026.3.zip",
"zip_bytes": 13116019,
"zip_sha512": "e90ec63af7f239dbb99aa20c98b23d830e76898f65d3e31b7f0b53bb36db12dcd8c38d6930c743237c9c3db7bf708423fa1d1b2fd497dd6c281dbe216b779db9",
"asset_files": 5063,
"assets_uncompressed_bytes": 12524266,
"original_ms": 159.827,
"cold_ms": 162.711,
"hit_ms": 0.707
},
{
"project": "default-hd-128x",
"version": "rErHu3BE",
"version_name": "Default HD 128x Demo/Alpha 1.8.2.7",
"publisher_page": "https://modrinth.com/resourcepack/default-hd-128x/version/rErHu3BE",
"download_url": "https://cdn.modrinth.com/data/orfTV6nk/versions/rErHu3BE/Default%20HD%20128x%20Demo%201.8.2.7.zip",
"zip_bytes": 16876419,
"zip_sha512": "f5f9606e92b986cd9c8b8e5ff2bb52db720cc7b38e013355bdc90089e01975a08d09750ef2fd727f753d88ec3fbcd067355179b490587f667b2995f8be81640f",
"asset_files": 2318,
"assets_uncompressed_bytes": 17315416,
"original_ms": 111.501,
"cold_ms": 114.386,
"hit_ms": 0.31
},
{
"project": "fpbr",
"version": "dynf82xk",
"version_name": "support 1.21.9 and newer",
"publisher_page": "https://modrinth.com/resourcepack/fpbr/version/dynf82xk",
"download_url": "https://cdn.modrinth.com/data/nvEpbd8t/versions/dynf82xk/FPBR-Main-1.21.9-R1.3.zip",
"zip_bytes": 46737770,
"zip_sha512": "64f1bbd036e205118f1d9c49a79558db2c1356ee988fb939c0023db1967d78e1bd05047f341ce6d65355717ba7ddb1330af57edbb4d5b8713c96ae62987274c5",
"asset_files": 7001,
"assets_uncompressed_bytes": 56356903,
"original_ms": 347.639,
"cold_ms": 348.012,
"hit_ms": 0.448
}
]
}
@@ -1,27 +0,0 @@
# Particle culling review measurements — 2026-11-02
Ordinary-scene captures and measurements for PR #7054. The scene contains 24 mobs, about 9,400–10,100 rain particles, and about 50–100 campfire smoke particles. Two opposite-order passes were run with 2 s warmup and 8 s measurement per condition. Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap.
These are means of the two samples. CPU is the harness's average CPU time per frame; p99 is frame time. The normal scene is not expected to show large gains because most particles are visible.
| Condition | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, culling Off | 88.39 | 1.930 | 23.85 |
| Particle branch, culling Off | 88.55 | 1.828 | 24.88 |
| Main, Entity Culling Synchronous | 89.12 | 1.887 | 23.07 |
| Particle branch, Entity Culling Synchronous, Particle Culling Off | 89.06 | 1.897 | 25.18 |
| Particle Culling Synchronous | 88.87 | 1.774 | 24.94 |
| Particle Culling Asynchronous* | 89.00 | 1.754 | 24.90 |
*The asynchronous samples predate the final switch to a dedicated particle worker. They are retained only as historical context and are not a measurement of the final worker implementation. No FPS improvement is claimed from these ordinary-scene runs. The Off path delegates directly to `render`; `disabled_culled_render_matches_the_regular_particle_path` checks that it produces the same vertices.
The FPS and CPU differences are within run-to-run variability for this GPU-limited scene. The first four conditions are the reviewer's requested Main-versus-branch default and existing synchronous-mode comparisons. Particle Sync/Async rows are branch-internal mode comparisons.
## Captures
The screenshots show the same ordinary test world and FPS overlay:
- `main-off.png`
- `particle-off.png`
- `particle-sync.png`
- `particle-async.png`
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-870
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@@ -1,870 +0,0 @@
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-870
View File
@@ -1,870 +0,0 @@
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"output_sha256": "1b57c55f0645d4d3c74386c06319da11f391ccc8cf549fdd7e7134eb7b013de4",
"rust_output_sha256": "1b57c55f0645d4d3c74386c06319da11f391ccc8cf549fdd7e7134eb7b013de4",
"matched_output_lines": 1732849
}
],
"scope": "Inherited LivingEntity.tickEffects composed with actual MobEffectInstance ticks, active-effect HashMaps, native synced particle/ambience data and both RNG kinds. Includes removal/refresh ordering, shared hidden restoration, nonstructural replacements, structural mutations, concurrent-modification catch boundaries, client blending, particle selection and RNG tails. Selected raw instance fields and callbacks can mutate during execution. Level classes are controlled ServerLevel and non-ServerLevel implementations; random particle positions, registered effect behavior and notification side effects remain controlled. Holder identity hashes are exported per reference run. Complete entity/player lifecycle and gameplay remain pending."
}
@@ -0,0 +1,297 @@
{
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}
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],
"scope": "Actual AttributeMap hasAttribute/hasModifier/getValue/getBaseValue/getModifierValue/resetBaseValue using real cached AttributeInstances and mutable AttributeSupplier prototypes. Includes entire stored-notification corpus and checks no lazy creation on query/reset, supplier versus instance cache updates, modifier identity and missing-value exception categories, lookup aliasing/null mappings, captured reset instance, supplier base/modifier changes and dirty callback failure. Basic attribute default/syncability and entity onAttributeUpdated bodies remain controlled; registered ranged definitions, combined health/dimension consequences, full gameplay and platform builds remain pending."
}
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"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
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},
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"scope": "Five fresh release-process samples per case, 20,000 held-live zombie attribute maps, no instances or four instantiated attributes. RSS/peak includes allocator/runtime/catalog. Identical health-read checksum. Excludes the rest of entity/world state; no timing, rendering or FPS conclusion."
}
@@ -0,0 +1,76 @@
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{
"mode": "active",
"entities": 20000,
"active_per_entity": 4,
"samples_kib": [
{
"VmRSS": 175788,
"VmHWM": 175788
},
{
"VmRSS": 175824,
"VmHWM": 175824
},
{
"VmRSS": 175816,
"VmHWM": 175816
},
{
"VmRSS": 175800,
"VmHWM": 175800
},
{
"VmRSS": 175780,
"VmHWM": 175780
}
],
"median_rss_kib": 175800,
"median_peak_kib": 175800
}
],
"scope": "Five fresh release-process samples per case, 20,000 held-live zombie attribute maps, no instances or four instantiated attributes. RSS/peak includes allocator/runtime/catalog. Identical health-read checksum. Excludes the rest of entity/world state; no timing, rendering or FPS conclusion."
}
@@ -0,0 +1,247 @@
{
"schema": 1,
"minecraft": "26.3",
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
"fixtures": 4720,
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{
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"scope": "Every registered attribute and entity DefaultAttributes supplier, actual AttributeMap per-attribute queries, lazy creation, mutation, base reset, update/sync membership and independent acknowledgements. Composes the verified attribute arithmetic/cache/modifier engine. Cross-attribute collection order is normalized to registry order; bulk assignment, custom suppliers with modifiers, save/network codecs, live entities and full gameplay remain pending."
}
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"scope": "Registered entity AttributeMap defaults/modifiers composed with actual LivingEntity/Player health methods, SynchedEntityData float health and FoodData regeneration. All 93 default suppliers; attribute mutations, health limits, actual healing and dirty state, hunger/exhaustion/timers, observer failures and starvation requests. Internal absorption storage and starvation damage delivery are controlled; Player absorption synchronization, attribute-change refresh, full damage and live gameplay remain pending."
}
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"scope": "Inherited LivingEntity.onAttributeUpdated composed with native effect notifications, pending sets and synchronized health storage. Includes max-health and max-absorption lowering, repeated maximum reads, Float dirty callbacks, dimension refresh dispatch, server waypoint manager selection, direct attribute-map field capture and positive-range tracking. Tests finite/nonfinite numeric values, callback mutation/failure prefixes and packet notifications. Actual attribute values, dimension rebuild and waypoint-manager internals remain controlled; registered modifier bodies and complete player/entity gameplay remain pending."
}
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{
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"scope": "Actual AttributeInstance and basic/ranged attributes, with every registered attribute definition. Native modifier identity, global/permanent insertion order, per-operation fastutil hash iteration/rehashing, cache/dirty callbacks, partial writes on observer failure, transient operation changes, duplicate rejection, bulk removal, replacement (including self), pack and merging apply. Includes nonfinite/signed-zero arithmetic, collision clusters and seeded operation sequences. Attribute registry/entity/equipment integration and packed data/network codecs remain pending."
}
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},
"rust_output_sha256": "34664ee037a753f00002f68ac8fa6199d5e9540806a34614be11973de4c0fb13",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "34664ee037a753f00002f68ac8fa6199d5e9540806a34614be11973de4c0fb13",
"matched_output_lines": 3485027
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "34664ee037a753f00002f68ac8fa6199d5e9540806a34614be11973de4c0fb13",
"matched_output_lines": 3485027
}
],
"scope": "Native BambooFeature bounded float codec, air-origin gate, actual bamboo survival, attempted-success semantics, height and optional radius draws, circular podzol patch with ordered WORLD_SURFACE requests, replacement tag, stalk air checks and three leafy caps including the stopping-position overwrite. All origin/support/podzol states have failure-terminated prefixes; all obstacle states have full no-podzol runs. Both RNGs, many seeds, signed zero and float rounding, obstruction heights, rejected writes, repeated mutation, partial failures, wrapped coordinates and composition are covered. Fixture height values are controlled and do not update after writes. Growth, world updates and complete generation remain pending; pathological wrapped patch loops are bounded to 2^20 visits."
}
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