🤖 Agent: Merged. CI parity passed 94 of 95. The one miss, tooltip_display, passes locally on main with this branch, and so does options. Thanks LookImEcho-Rick!
🤖 Agent: Merged. Reviewed against vanilla: landing comes from Entity.move's vertical collision, the landing position is blockPosition(), velocity is zeroed per axis, and placement goes through Level.isUnobstructed with the collision shape. Locally on this head, fmt and clippy are clean, and contextual_collision, level_place, placement, powder_snow_collision and world_movement all PASS. Thanks LookImEcho-Rick!
Rust's bool parser takes only true/false, so the fixture failed on Python's
True/False; Java's Boolean.parseBoolean ignores case.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged: LAN guests and the server-thread game keep each chunk's light and get vanilla light updates (travel CPU −17%, light_chunk −35%; lan_e2e light PASS with and without --server-thread).
🤖 Agent: merged: brewing stands tick in the level's single ticker list, in vanilla's order. perf-ticks-7's four PRs together on main d85a3603: clippy, 861 client + world tests, 19 harnesses (light, lan, dedicated_server, save_roundtrip, world_reopen, disk, datafix ×6, world, server_world_gen, block_entity ×4, chunk_stage) PASS.
A remote client (a LAN guest, or the game on its server thread) threw away
the light in each LevelChunkWithLight and relit the column and its
neighbours itself. It now applies the sky and block layers as
ClientPacketListener.applyLightData does, and relights only block changes,
as vanilla's client does.
The hub now sends ClientboundLightUpdatePacket for the light sections that
changed in a column to the players for whom it is on the tracked border
(ChunkHolder.broadcastChanges), so light from blocks a guest doesn't track
reaches it.
horizon-ctl gains 'light X1 Y1 Z1 X2 Y2 Z2', and lan_e2e a 'light' check
comparing the guest's light with the host's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged secure chat as vanilla 26.3's server (chat sessions, signed chat and commands, enforce-secure-profile; secure_chat harness identical to vanilla offline and online; 7 server harnesses pass).
IntegratedServer.tickServer: the server takes the window's render and
simulation distances when they change ("Changing view distance to N, from
M"), tells every player (SetChunkCacheRadius, SetSimulationDistance), and
each player's chunks follow, up to what they asked for. The integrated
server no longer clamps the view distance to 32, and a remote client sends
its render distance again when it changes (Options.broadcastOptions),
past 32 too. Fixes#804.
lan_e2e: a distance check (--server-thread), and the guest is found by
name in lan status, where the server thread lists the owner too: the
hazards check read the owner's food (the "no hunger from moving" gap).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Chat session updates with their profile key checked against the services'
keys, signed chat and the message chain, last-seen acknowledgements, the
signature cache, signed say/me/msg, enforce-secure-profile, and vanilla's
log lines. Offline servers and players without a chat session chat
unsigned, as on vanilla. tools/test_secure_chat_parity.py compares both
servers with test keys and a mock services server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brewing stands were the last server ticker with a pass of its own over the
whole block entity map every tick. They now tick in their place in
Level.blockEntityTickers, as BrewingStandBlock.getTicker makes them: in
list order, only in block-ticking range and inside the world border, with
their bottle states written as each one ticks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A remote client's chat now sends ServerboundCommandSuggestionPacket for an
argument node whose provider is minecraft:ask_server (bossbar ids, data
storage, datapacks, team names, functions...), as ClientSuggestionProvider.customSuggestion
does. The suggestions are done when ClientboundCommandSuggestionsPacket
answers that id; its completions join the local ones (Suggestions.merge).
Replies to older requests are dropped.
The remote tree takes each node's provider from the packet only: a local
provider the server didn't send stood in for the server's before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TitleCommand sends the targeted player ClientboundSetTitleText,
SetSubtitleText, SetActionBarText, SetTitlesAnimation and ClearTitles. A
guest's /title (the window's own player on the server thread too) only
changed the server's HUD; it is now sent to the guest. The remote client
showed titles and action bars as a bare line and ignored subtitles, times
and clearing; it now feeds the HUD's titles as ClientPacketListener does
(the action bar of a SystemChat overlay too) and ticks them (Gui.tick).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hub held SetHealth back once a guest died, so the guest's health
stayed at its last positive value under the death screen. ServerPlayer
sends it every tick it changes, dead or not, and only when the health or
the food level changes or the saturation reaches or leaves zero: the hub
sent it on every change of saturation too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged vanilla-order block entity ticking (new harness: 21,590/21,590 ticks match vanilla; block-entity share of the tick 19.5%→9.6% with 50 bots; 90/90 harnesses locally).
CommandSourceStack.broadcastToAdmins beyond a guest on a dedicated server:
- The dedicated server's console tells every operator what its commands
did, as `[Server: ...]`, when `broadcast-console-to-ops` is on
(DedicatedServer.shouldInformAdmins). This covers the game's commands
and the dedicated-only ones vanilla broadcasts (op, deop, ban, pardon,
kick, whitelist, save-all, save-on/off, stop).
- In a world open to LAN, the host, an operator when commands are
allowed, hears of its guests' commands, and op guests hear of the
host's.
- A player's name in the line is their display name, with the `/tell`
suggestion, the entity hover and the insertion (Player.getDisplayName).
New harness test_server_ops_feedback_parity: two vanilla-codec
operators' system chat while the console and one of them run commands,
deop and op, toggle send_command_feedback and save, with
broadcast-console-to-ops on and off. LocatorBarClient can record system
chat (`chat on`). lan_e2e's feedback check also asserts the host is told.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a dedicated server, `execute in <dimension> run tp @s ...` from a player
moved them inside the level they were in. It now does what vanilla's
TeleportCommand does: ServerPlayer.teleport into the other level, with the
Respawn packet keeping all data and no portal sound, then the feedback. The
players there are tracked to them and they are removed from the ones they
left.
tools/test_server_dimension_players_parity.py joins two players to a vanilla
and a Horizon server and compares, step by step, the players each is sent and
loses and the dimensions it respawns into, while they go to the Nether and
the End by command and through an End portal. LocatorBarClient gains
`players on` and `still NAME` (the position reminder a still client sends).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`generate-structures=false` (server.properties, stored by #733) and the
world screen's Generate Structures were written to the world's settings
but the generator ignored them. VanillaTerrain now builds its generator
from the world's `generate_structures`
(OverworldGenerator::for_world): without structures there are no starts,
terrain adaptation or structure pieces, as in
ChunkStatusTasks.generateStructureStarts, and `locate structure` and eyes
of ender find nothing (ChunkGenerator.findNearestMapStructure).
The server world gen harness's world without structures now also
compares `locate structure` for a village and a mineshaft and the saved
chunks' structure starts and references.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Horizon client of a server places what PR #766 sends: primed TNT with
its fuse, falling blocks with their block state and start position,
arrows (critical, in the ground), snowballs, eggs, pearls, fireballs,
wither skulls, wind charges and llama spit, tridents, firework rockets
and end crystals with their beam and base. They interpolate like mobs,
turn with the move packets, and are cleared with the connection, a
respawn or a dimension change.
`status` lists them (`projectiles`), and lan_e2e has a `projectiles`
check: the guest sees the host's primed TNT, end crystal and landed
arrow where the host has them, and a falling block lands on both sides.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`/summon minecraft:tnt` and primed TNT in a saved chunk were kept as an
unsimulated entity. They now become primed TNT with the fuse (80 when
absent) and motion they were saved with (PrimedTnt.readAdditionalSaveData).
The entity harness runs its scene for a fixed 200 ticks (`tick step`),
so what still changes when the client stops recording (a fuse) ends the
same on both servers. Its scene has two primed TNT (one falling), a
floating falling block, an arrow that lands and an end crystal. Unit
tests cover arrows' position and rotation, fireballs' bundled power and
precise position syncs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
These entities had no id in Horizon, so a server could not send them to
its clients. Each now has one, given from the entity counter before it is
first tracked, and goes to guests as vanilla's ServerEntity sends it:
- primed TNT with its fuse (sent each tick it changes) and falling blocks
with their block state and start position; both sync their exact
position while they touch a block (requiresPrecisePosition);
- arrows and tridents send their position and rotation every update
(AbstractArrow), with their flags, pierce level, in-ground state,
loyalty and foil; their owner is the spawn data;
- fireballs, wither skulls and wind charges bundle their velocity with
ClientboundProjectilePowerPacket (new in horizon-protocol);
- snowballs, eggs, pearls, llama spit, shulker bullets and splash potions;
- firework rockets with their item, the player they boost and whether
they were shot at an angle; end crystals with their beam and base.
The entity harness's scene gains primed TNT, a falling block, an arrow, a
snowball and a trident that land, a fireball, a firework and a crystal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ClientPacketListener.handleAddEntity for the objects a server tracks: a
Horizon client of a server (a LAN host, a dedicated server, single
player's server thread) now places the boats, minecarts, armor stands,
item frames and paintings it is sent, where the server says.
- Spawn: carts by kind, boats and rafts by wood (with a chest), armor
stands, frames and paintings at their block with the direction from the
spawn data.
- Entity data: frame items and rotation, painting variants (a registry
holder), armor stand flags and health, boat paddles, vehicle hurt.
- Equipment: what an armor stand wears and holds.
- Moves interpolate like mobs'; rotation and ground state follow.
- They are cleared with the connection, a respawn or a dimension change.
`status` lists them (`objects`), and lan_e2e has an `objects` check: the
host summons them, the guest sees each as the host has it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server sent its clients only mobs and dropped items. Boats, every kind of
minecart, armor stands, item frames, paintings and the entities Horizon keeps
without simulating are now tracked as ServerEntity does: the AddEntity data
(hanging entities at their block, with their direction), the synched data that
differs from the defaults, equipment, passengers (ClientboundSetPassengersPacket
at pairing and on change; a passenger syncs only its rotation and resyncs its
position when it dismounts), and the type's update interval and range.
Also vanilla-exact on the way, as the new harness found:
- mobs pair with their health (always non-default) and Mob flags (no AI, left-handed);
- /summon without NBT summons any type from an empty compound;
- armor stands move before gravity (LivingEntity.travelInAir), so a stand at rest
keeps vanilla's -0.0784 vertical motion.
tools/test_server_entities_parity.py compares, from a vanilla-codec client, what
vanilla's dedicated server and Horizon's track for a scene of 20 entities.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
World::block_entities keeps vanilla's Level.blockEntityTickers beside the
map: a slot when a block entity whose state has a ticker is added, kept
when it is replaced, freed when it is removed, unloaded or its state loses
the ticker; a loaded chunk's in its block entity map's order. The tick
visits that list once, in block-ticking chunks within the world border,
instead of scanning the whole map once per kind.
New harness block_entity_tickers: real LevelChunks of a server level
against BlockEntities.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Horizon game with content mods builds its content root and block behaviour
snapshot on its first start, in its game folder, and reuses them afterwards.
perf_bench starts every game from an empty folder, so it only measured first
starts. --warm starts the game once to the title screen first, unmeasured.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>