Commit Graph

3819 Commits

Author SHA1 Message Date
Ludovic Marie 379692f355 Port YUNG's worldgen as written; delete the old YUNG conversion and assembler
Clean-room (spec-yungsapi.md §2, §3, §5; no mod source read; the legacy
files were deleted unread). horizon-port-pack's new `yung` module carries
`yungsapi:yung_jigsaw` structures and `yungsapi:yung_single_element` pool
elements as the mods write them, so players' packs reach the YUNG draws of
the jigsaw assembler. Fields whose behaviour the specification leaves open
(adapt_noise, max_y/min_y, enhanced terrain, element conditions, modifiers,
priorities, depths, ignore_bounds) are counted as lost by name. YUNG's
other structure, placement and processor types go to the general code
(unsupported or dropped) until the specification covers them.

Deleted: legacy_structure_mods/yung.rs, horizon-world's structure/yung.rs,
the `horizon:yungsapi` keys and `horizon:disables`, which nothing writes
now. Two test initializers of the removed field (enhanced_terrain.rs,
piece_limited.rs) were removed by line from the compiler's error positions.

The layout harness now carries the mods through `horizon-port-pack carry`:
82 of 84 Better Dungeons starts match the oracle piece for piece, as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 06:19:43 +01:00
Ludovic Marie 066f07968b Merge remote-tracking branch 'origin/refactor/port-pack-legacy-structure-mods' into feat/yung-port-as-written 2026-10-25 05:38:20 +01:00
Ludovic Marie 486df91b2d refactor(port-pack): move YUNG, Lithostitched and CTOV conversion into legacy_structure_mods
A pure move, no behaviour change. The conversion of YUNG's API and its mods,
Lithostitched and ChoiceTheorem's Overhauled Village was mixed with the general
conversion code in worldgen.rs and processors.rs. It now lives in
crates/horizon-port-pack/src/legacy_structure_mods/{yung,lithostitched,ctov}.rs,
and the general code reaches it through a few entry points, so a clean-room
rewrite can replace the module without touching the rest.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-25 05:35:36 +01:00
Ludovic Marie 41f8cfa3bc YUNG's API jigsaw draws: yung_jigsaw structures and yung_single_element read as written
Clean-room, from spec-yungsapi.md §2.1 and §3.1 (no mod source read).
A `yungsapi:yung_jigsaw` structure lays out with the jigsaw assembler and
YUNG's draws: the start pool's file entries shuffled, then the rotation,
then a weighted pick in the shuffled order; each jigsaw's target pool is
drawn by weight from its shuffled entries without replacement, an element
whose `name` already has `max_count` pieces skipped at no other draw.
`yungsapi:yung_single_element` places what a single element places; its
pool entry carries the name and limit.

tools/test_structure_layout_parity.py --profile betterdungeons reads the
mod's own data from its jar into an overlay of the 26.3 resources and
compares the mod world's pieces: 82 of 84 Better Dungeons starts match
piece for piece (60 small, 11 skeleton, 11 zombie dungeons, up to 790
pieces); the other 2 sit in 26.3's sulfur_caves, which 1.21.1 lacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 05:08:43 +01:00
Ludovic Marie 1ef5b82b7d Merge pull request #1571 from ludovic111/fix/home-leak-tests
Tools and harnesses start the game in scratch folders, not a player's
2026-10-25 05:07:12 +01:00
Ludovic Marie 8948bf90c4 Structure layout harness: Horizon's starts piece by piece against the structure oracle
The clean-room structure oracle saved, for 31 starts of vanilla structures
(villages, outposts, trial chambers, shipwrecks, ruined portals, desert
pyramids over seeds 1234, 2 and 42), the no-mod world's pieces. A new
structure_pieces probe lists the starts a chunk owns, piece by piece, and
tools/test_structure_layout_parity.py compares them with those saves.

22 of the 31 match piece for piece (every village and outpost that 26.3
still places there, and the horizontal boxes of the code-built pieces).
The other 9 differ between 1.21.1 and 26.3 themselves: 26.3 vanilla's own
pieces there (VanillaChunkGenerationOracle scan) equal Horizon's for all 18
starts that differ from 1.21.1. No vanilla jigsaw fix is needed.

Templates now keep the id they were loaded under, so a piece names its
element.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 03:57:01 +01:00
Ludovic Marie f2f58aca94 Merge pull request #1690 from ludovic111/fix/remote-items-fall 2026-10-25 03:45:53 +01:00
Ludovic Marie f9e3244281 Merge pull request #1715 from ludovic111/fix/launcher-remove-async
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 03:30:13 +01:00
Ludovic Marie 87f377b29c launcher: remove a version on a background thread
Clicking Remove deleted the version's thousands of files on the UI thread, so
the whole launcher froze for seconds (more on Windows). The removal now runs
on a thread and ends with Msg::Removed. The version leaves the installed list
at once (nothing can launch, select or prepare it) and its row shows
"Removing…" with a moving bar; installing it again is refused until it is gone.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-25 03:24:05 +01:00
Ludovic Marie 4bb7f96f81 Merge pull request #1634 from ludovic111/feat/mod-index 2026-10-25 02:52:31 +01:00
Ludovic Marie 89f426c48f Merge pull request #1648 from ludovic111/fix/remote-fall-hurt 2026-10-25 02:38:44 +01:00
Ludovic Marie 947d65e64d Merge pull request #1678 from ludovic111/fix/no-play-packets-in-reconfig 2026-10-25 02:38:40 +02:00
Ludovic Marie fe253fe534 Server clients: dropped items and falling blocks fall by themselves between updates
A server sends an item's and a falling block's position only every 20 ticks.
As a client (multiplayer, a LAN guest, single player on its server thread)
Horizon moved them only when a position arrived, three steps towards it, so a
dropped item or falling sand hung in the air and then jumped down once a
second (#1568).

Vanilla runs ItemEntity.tick and FallingBlockEntity.tick on the client too
(gravity, collisions, drag), takes their motion from AddEntity
(recreateFromPacket) and SetEntityMotion (Entity.lerpMotion), and snaps them to
each position packet: neither overrides Entity's NO_OP InterpolationHandler.
The client now does the same, with the same ticks single player in-frame uses;
only the server removes them or places the block.

lan_e2e --check falling: the guest samples both every 2 ticks over 16 ticks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 02:36:48 +02:00
Ludovic Marie 7c27b85fbd server_pack_e2e: start the game and the servers through lab.game_env
The new home-leak test rejects scripts that set HORIZON_NO_AUDIO by hand; this one, added on main
since, did.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 02:08:31 +02:00
Ludovic Marie 75d70a1a74 Merge pull request #1584 from ludovic111/feat/shader-packs-read 2026-10-25 01:55:19 +02:00
Ludovic Marie 856f0c2e40 Merge pull request #1583 from ludovic111/docs/platform-apis 2026-10-25 01:53:57 +02:00
Ludovic Marie 213f1bbb2e Merge pull request #1582 from ludovic111/docs/server-api-reference 2026-10-25 01:52:31 +02:00
Ludovic Marie 0253d9bc47 Multiplayer: no play packets after the client acknowledges a reconfiguration
A proxy switching servers (Velocity, BungeeCord) sends the client back to
configuration. The network thread acknowledged it, but the game thread kept
ticking the old level and its client_tick_end went out right after the
acknowledgement, where the server reads it as configuration packet 13.
Velocity drops the client: "A packet did not decode successfully", shown as
"An internal error occurred in your connection".

Vanilla's handleConfigurationStart clears the level before it acknowledges,
so nothing of play follows. Session::send now drops play packets while the
connection is in configuration, checked under the writer lock that the
acknowledgement is sent with.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 01:23:59 +02:00
Ludovic Marie 76638aaf80 Merge pull request #1658 from rdbtCVS/t3/remove-unused-load-block-section
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:15:24 +02:00
Ludovic Marie eaa9f3c203 Merge pull request #1651 from rdbtCVS/t3/remove-orphaned-baseline-loader-profile
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:14:55 +02:00
Ludovic Marie 395c256d11 Merge pull request #1657 from rdbtCVS/t3/remove-unused-launcher-release-wrapper
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:14:39 +02:00
Ludovic Marie 75983739ec Merge branch 'main' into fix/home-leak-tests 2026-10-25 01:09:27 +02:00
Ludovic Marie a4fa1a770d Merge pull request #1667 from ludovic111/fix/release-page-launcher-first
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:07:03 +02:00
Ludovic Marie 8a7831e58b Merge pull request #1662 from ludovic111/docs/how-horizon-is-built
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:01:52 +02:00
Ludovic Marie 3612f51812 Game releases send people to the launcher: notes open with it, archives labelled
GitHub's "Latest release" is the newest game release, so new players download the game's archive, which
does not start on its own (#1647). Making a launcher release the latest instead would break every
installed horizon-server, install.sh and install.ps1: they ask for releases/latest and expect the game's
archives, and a server that can't update can't fetch a fix either. So the game stays the latest and says
where to go:

- The notes open with "Want to play? Download the Horizon launcher, not the files below", linking
  playhorizon.dev and the launcher releases. It is raw HTML on one line, which GitHub renders and the
  launcher's notes view and one-line summary skip (pulldown-cmark HTML events), so launchers already
  installed don't tell players to download themselves. The game footer that said the same at the bottom
  goes. The site's Releases page leaves the block out.
- release.yml gives each archive a label ("Game files the launcher installs: Linux (...)", "Dedicated
  server for Linux (...)"), which GitHub shows instead of the file name. Everything that downloads
  matches the asset's name, which is unchanged.

Fixes #1647

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 01:00:21 +02:00
Ludovic Marie d6e5fb5331 Merge pull request #1606 from rdbtCVS/t3/vectorize-perlin-noise
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:59:02 +02:00
Ludovic Marie 3b3590ea03 Merge pull request #1580 from levzzz5154/feat/boat-passengers
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:54:21 +02:00
Ludovic Marie 75b7812f68 Merge pull request #1595 from Domanffe/fix/paused-player-tick
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:49:56 +02:00
Ludovic Marie e0344f1f79 Merge pull request #1597 from Domanffe/fix/remote-mob-fluid-contact
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:48:10 +02:00
Ludovic Marie 6774b2b3e7 Docs: "How Horizon is built", a page on who writes it and why it's safe to run
New players ask on Discord whether Horizon is legit and whether it is vibecoded. One plain page answers
both, every claim checked against the repository today: agents write most of the code, what checks it
instead of a human reading every line (harnesses, verify, parity, the contribution gate, the release
smoke test), signed checksums, the macOS and Windows signing status as it is (not notarized, not
code-signed), the mod sandbox, opt-in telemetry, no Mojang files and no other project's code.

On the website (docs nav under Start here, a card in the home page's community section, the footers) and
as docs/how-horizon-is-built.md. CONTRIBUTING.md gets the public "Only original code" rule the page links.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 00:47:49 +02:00
rdbtCVS 7072a40701 Remove orphaned baseline loader benchmark
Co-Authored-By: OpenAI Codex <noreply@openai.com>
2026-10-24 23:25:02 +01:00
rdbtCVS 2a6347dc55 Remove unused saved-chunk section loader
Co-Authored-By: OpenAI Codex <noreply@openai.com>
2026-10-24 23:25:01 +01:00
rdbtCVS f1cfb3069f Remove unused launcher release wrapper
Co-Authored-By: OpenAI Codex <noreply@openai.com>
2026-10-24 23:25:01 +01:00
Ludovic Marie de840da0e5 Merge pull request #1594 from Domanffe/feat/bundled-languages
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:15:26 +02:00
Ludovic Marie 8800d1878a Perlin volume: one loop with a BATCH switch instead of a test copy
The batched loop and the one-at-a-time reference were two copies of the
same 100 lines; a const generic picks the path, so the test compares the
code that ships with itself minus the batching. Drops the ignored
microkernel timer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 00:03:46 +02:00
Ludovic Marie 7334bebc1b Merge pull request #1578 from RVZO6/fix/minecraft-srv-resolution
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 23:23:21 +02:00
Ludovic Marie d604409be2 A client's own fall no longer hurts it: the server's hurt starts the tilt
As a client (multiplayer, a LAN guest, single player on its server
thread) Horizon ran its own fall damage, fire, freezing, berry bushes and
starvation through the local hurt, so the camera's hurt tilt started even
when the server cancelled the damage (lobbies that turn fall damage off).
Vanilla's client never hurts itself: Entity.hurt does nothing outside a
ServerLevel and FoodData.tick is ServerPlayer's. Its hurt animation comes
from the server: LocalPlayer.hurtTo on a health drop, and
ClientboundDamageEventPacket / ClientboundHurtAnimationPacket for itself.

- PlayerMotion.client_side: hurt_blocking and food_tick do nothing;
  landing sounds and fall-distance tracking still run.
- remote: SetHealth flashes on a drop after the first health, and the
  player's own damage events and hurt animations restart its hurt time.
- horizon-ctl state reports the player's hurt_time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 23:17:14 +02:00
Ludovic Marie 791eaca45f Merge pull request #1629 from ludovic111/fix/parity-trim-own-dirs
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 23:15:30 +02:00
Ludovic Marie cb1c9e6935 Parity: a pass trims only its own .local directory
decorated_region compiles its oracle into chunk-generation-parity; when it
passed while chunk_generation was still running, the trim deleted
chunk_generation's dumps mid-run (FileNotFoundError on
*-987654321987-full.txt in CI on #1569, #1571 and #1584).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 23:09:48 +02:00
Ludovic Marie 0849283a9d Pause: drop the state-packet gates, Game::tick doesn't run while paused
The frame loop skips Game::tick while the game is paused, so these never
fired; the server thread's paused pass is what moved the player on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 23:04:59 +02:00
Ludovic Marie 40eb3e202a Merge branch 'cg8-1595-new' into cg8-1595 2026-10-24 23:04:58 +02:00
Ludovic Marie bffb68b0c5 Mod registry index: schema 1, .hpack and the checks before install
horizon_mods::index (feature index): index.json's types and rules (unique
ids, https URLs, plain file names, hex SHA-256, minisign keys and
signatures, a modpack's mods present in the index), open-ended kinds
(mod, modpack, resourcepack, shader; unknown kinds kept, not offered),
revocations, and check_file: size, hash, revocation, signature and the
file's own manifest against its entry. horizon_mods::modpack reads
.hpack files: horizon-modpack.toml and an allow-list of overrides.
docs/api/mod-index.md documents both, with a sample index the tests read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 22:57:52 +02:00
Ludovic Marie 65d7c4b027 Merge pull request #1563 from ludovic111/pa1/remove-cull-leaves 2026-10-24 22:50:34 +02:00
Ludovic Marie 7becd7fdca Merge pull request #1559 from ludovic111/pa1/remove-mod-surveys 2026-10-24 22:48:55 +02:00
Ludovic Marie c6980fb2b7 Drop the lang.rs test: layers_selected_language_over_english covers it
It reads the same files the same way (assets/pack.mcmeta's language
section, a language offered only with its file, Language::load over
en_us). Leaving the client out also keeps this PR to horizon-prepare, so
its check doesn't rerun the client's harnesses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 22:43:26 +02:00
Ludovic Marie 6c6c08f4d9 Fluid contact on a client: only for the entities that tick
A frozen level (TickRateManager.isEntityFrozen) ticks only the players, so
their fluid contact is the only one that moves on, as in the loop below.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 22:39:13 +02:00
Alexander Krylov 7d06aca17a Player: also stop sending the state packet while the game is paused
Measured on the built branch: it does not stop the drowning from #1592 on
its own. Kept because it is what forcing the level to stand still looks
like, and the negative result is in the PR.

Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
2026-10-24 23:29:55 +03:00
Ludovic Marie 0e607404d1 Pause: the server thread stops ticking its players, not the window
The window's own tick doesn't run while paused (the frame loop skips
Game::tick), so the two gates added there never fired. What kept going was
the server thread: its paused pass still ran tick_guests, the players'
doTick, so air, hunger and drowning damage moved on behind the pause menu.
Vanilla's IntegratedServer.tickPaused only ticks the connections, and
ServerGamePacketListenerImpl.tick skips tickPlayer while the server is
paused. tick_lan now does the same: the paused pass keeps the connections
and skips tick_guests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 22:28:34 +02:00
rdbtCVS 66070b918e Batch cached Perlin Y samples for portable SIMD
Evaluate four same-cell Y samples together while preserving coordinate
setup, gradient caching and each sample's floating-point operation order.
Safe arrays let LLVM vectorize the interpolation on the portable target;
cell boundaries and tails keep scalar evaluation.

Add bitwise differential coverage against the original volume loop.
Two paired chunk-generation batches reproduce a 4.6–4.7% Nether wall-time
reduction, with smaller or unresolved effects in the other dimensions.

Co-Authored-By: Codex gpt-6.1-sol <noreply@openai.com>
2026-10-24 21:25:27 +01:00
Ludovic Marie 37c36b548a Merge main into docs/server-api-reference
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 22:09:34 +02:00