Code mods are the client's mods feature: tests and probes skip wasmtime
horizon-mods' runtime is no longer a default feature, and its sandbox test requires runtime and pack instead of a dev-dependency on itself (that dev-dependency turned the runtime on in every workspace build with examples, the parity probe build included). The client gets a mods feature that turns the runtime on; without it game/mods.rs keeps content mods and logs why code mods don't start, and every hook does nothing. Release builds (client and server) pass the feature, CI's clippy and tests pass it (and pack, for the sandbox test), and pr_ready does where horizon-mods is checked. horizon_mods::find moves to manifest.rs: content mods use it without the runtime. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -61,12 +61,13 @@ jobs:
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if: steps.rust.outputs.required != 'false'
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run: |
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cargo +stable fmt --all -- --check
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cargo +stable clippy --workspace --all-targets -- -D warnings
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# With the game's code mods (on in every release build, off by default).
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cargo +stable clippy --workspace --all-targets --features horizon-client/mods -- -D warnings
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# The server build (released as horizon-engine): the game without sound or controllers.
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cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
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- name: Test Rust core and voxel kernel correctness
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if: steps.rust.outputs.required != 'false'
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run: cargo +stable test --workspace
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run: cargo +stable test --workspace --features horizon-client/mods,horizon-mods/pack
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parity:
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if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
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uses: ./.github/workflows/parity.yml
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@@ -128,7 +128,8 @@ jobs:
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if: runner.os == 'Linux'
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run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
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- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
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run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
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# `horizon-client/mods`: every released game runs code mods (the feature is off in dev builds).
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run: cargo build --release --locked --features horizon-client/mods -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
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- name: Every program the release folder takes was built
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run: |
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for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
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@@ -250,8 +251,9 @@ jobs:
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run: |
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set -euo pipefail
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# After the client is packaged: target/release/horizon-client is rebuilt without the audio and
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# controllers features, so it needs neither libasound nor libudev (minimal server images lack them).
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cargo build --release --locked -p horizon-client --no-default-features --bin horizon-client
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# controllers features, so it needs neither libasound nor libudev (minimal server images lack them),
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# and with code mods like the client.
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cargo build --release --locked -p horizon-client --no-default-features --features mods --bin horizon-client
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cargo run --locked -p xtask -- package-server target/release/horizon-client "dist/${{ matrix.server_dir }}"
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folder="dist/${{ matrix.server_dir }}"
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python3 tools/check_imports.py --server "$folder/horizon-engine" "$folder/horizon-server" "$folder/horizon-prepare"
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