horizon-bots is a load client on horizon-protocol for any 26.3 server: offline login, configuration,
keep-alives, pings, teleports, chunk-batch acknowledgements, and movement at 20 Hz. The bots play in
creative and fly above their spawn point, so they need no world of their own and no server refuses their
moves; idle, walk, explore and mixed behaviours are deterministic from a seed.
tools/server_bench.py runs the same bots on Horizon's server (horizon-server run) and on the pinned vanilla
jar, each fresh from the same server.properties, and measures MSPT from each server's own /tick query,
RSS and CPU of the process tree, the chunks the bots receive, and the start time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first part of hosting a Horizon server with one small program
(docs/server.md). horizon-server is a new 1.3 MB binary with no window,
GPU, audio or controller code; it runs the game headless
(horizon-client --dedicated) as its engine.
- horizon-server-files: server.properties, eula.txt and the user lists,
moved out of horizon-client unchanged so both programs share vanilla's
exact reading and writing; horizon_client::server re-exports it.
- server.toml: typed settings for what owners change, [properties] for
any other vanilla key, vanilla 26.3's defaults (a test checks them
against ServerProperties). It is written into server.properties before
every start; keys the game changes there itself (/whitelist on) are
copied back afterwards, keeping the owner's comments (toml_edit).
`import` turns a vanilla server.properties into server.toml.
- init: the EULA (only a yes writes eula=true), world, seed, port (checked
free), whitelist and first operator; every question has a flag, so it
also runs unattended.
- run: the console on stdin, a clean `stop` on Ctrl-C, SIGTERM or SIGHUP
(the game runs in its own process group), and a restart when the game
crashes: 5 s, doubling to 5 min, giving up after 5 crashes in 10 min.
One supervisor per folder (a file lock).
- op, deop and whitelist for a stopped server, with vanilla's messages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A CLI for the first steps of docs/modpacks.md's pipeline:
- import: a Modrinth .mrpack, a CurseForge zip or a Prism / MultiMC
instance (or a folder of jars) to pack.json: Minecraft and loader
versions, each file with its hash and sides, and the overrides.
- inventory: Modrinth metadata by SHA-1 (cached in modrinth.json, so
reruns work offline), and the jars when the user's instance has them
(neoforge.mods.toml / mods.toml / fabric.mod.json and a file census,
without decompiling). Each mod gets a class and API tier from the
reviewed ATM10 table, then rules on categories, sides and the census,
and a dependency layer. Writes inventory.json and inventory.csv.
Only metadata is downloaded; jars are never fetched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new crate for the OptiFine/Iris translation (docs/shader-packs.md, order
step 1, first half): open a pack folder or zip (shaders/ found as Iris finds
it), list its programs per dimension folder, build the #include graph,
discover options per include component (OptionAnnotatedSource rules: boolean
defines referenced by #ifdef, value defines and configurable consts with a
[...] list, conflicting defaults dropped), write the player's values into
the lines, and expand Iris's standard macros with pp-rs, keeping line
numbers so errors name file:line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The horizon-dualsense crate builds the DualSense's output report (USB 0x02,
Bluetooth 0x31 with its CRC-32 seeded with 0xA2) and writes it with hidapi
from a thread. The game sends its rumble pulses through it when the active
pad is a DualSense, so vibration now works on macOS too, and falls back to
gilrs force feedback when the pad can't be opened. Quitting frees the
triggers and stops the motors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Manifest and .hmod reading, capability checks against the component's imports,
fuel and memory limits per call, a trapping mod stopped alone, hot reload.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-mod-sdk wraps wit-bindgen: a Mod trait with default hooks and export_mod!.
coords-hud shows coordinates, facing and the time of day, with /where and /coords.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One versioned JSON report for every benchmark Horizon writes (the game's
--benchmark, the launcher's measurements, tools/perf_bench.py): the local log
a player can attach and, with consent, what the telemetry upload sends.
Summaries over repeats (mean, stdev, 95% CI) and fixed-edge frame-time
histograms, never raw frame streams; no host, user or path in uploads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-friends: codes (Crockford base32, nameplate + secret), the relay's
JSON-line protocol, SPAKE2 then ChaCha20-Poly1305 frames keyed off the
code's secret, direct connections (candidates, TCP simultaneous open from
a reuse-port socket) with the relay as fallback, and the host and guest
ends that carry the game's TCP stream between loopback ports.
horizon-relay: the service (codes, rendezvous, byte relay, rate limits,
bandwidth caps, idle timeouts, counts only), its Dockerfile and Railway
config. Nothing is deployed and nothing in the game uses it yet.
Design: docs/play-with-friends.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
crates/horizon-telemetry-server, its own workspace like the launcher's (the
game's workspace never builds a web server):
- POST /v1/batch (zstd, decoded and checked by horizon-telemetry), DELETE
/v1/installs/<id>, GET /v1/aggregate (cached 10 min, CORS for the website),
GET /healthz.
- SQLite: machine descriptions stored once, one row of columns per session
with 80-byte summary blobs, zstd bodies for crash/bug/benchmark, daily totals
rebuilt when a day changes and kept after raw rows expire (180 days). About
190 bytes per session on disk.
- Per-address token bucket (addresses in memory only), per-install daily cap,
groups under 5 install-days hidden from the totals.
- Tests: refusals, rate limit, daily cap, deletion (rows and totals), retention,
storage size, and end to end with the launcher's uploader.
- Dockerfile and a path-filtered CI workflow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-telemetry, shared by the launcher, the game and the ingest server:
- consent.json in the game folder: four switches, all off until the player
answers, a consent version that re-asks when what is collected changes, the
answer's time, and a random install ID made at the first yes.
- Payloads: perf summaries (percentiles + 14 frame-time buckets from a
fixed-size Timings recorder), crash and bug reports, and benchmark reports
carried as docs/benchmark-report.md defines them; size caps per kind.
- A scrubber for user folders, user names, e-mail and IP addresses, UUIDs and
caller-known private terms.
- The outbox: only allowed kinds get in, daily caps, 200 items / 2 MiB.
- zstd batches with bounded decoding; the uploader re-reads the consent and
drops withdrawn items before connecting, backs off and caps batches a day.
- tests/consent_gating.rs: a local mock server sees zero connections with the
consent missing, outdated or withdrawn.
No server is set (DEFAULT_ENDPOINT is None): nothing is sent yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`cargo run -p xtask -- package BINARY OUTDIR` does what package.sh did:
OUTDIR wiped and recreated, the `git archive HEAD tools
mods/horizon/src/test/java crates/horizon-prepare research-lock.json LICENSE`
tree extracted (the tar read in Rust, executables kept executable), the client,
horizon-ctl and horizon-prepare copied (.exe beside an .exe, the same error when
one is missing) and PLAY.txt. release.yml calls it; package.sh is gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A port of tools/prepare_native_client.py and the helpers it imported from
lab.py and the test_*_parity.py modules: the player's pinned game files are
imported and checked against research-lock.json, the client's assets and data
copied, the vanilla exporters compiled and run with the JDK (JAVA_HOME, the
PATH, or java_home on macOS, at the pinned java_major), and the resources and
their manifest written byte for byte as the script wrote them, with its
sha256-keyed skips. tools/compare_prepare.py checks that against the Python
preparer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One theme for the launcher and the game: crates/horizon-theme holds the
palette, type scale, spacing, radii, control sizes, motion and the bundled
fonts; launcher/src/theme.rs and the game's ui_theme both read it. ui_theme
ports the launcher's components (button with hover layer and press state,
sidebar list with the sliding selection, segmented control, switch, rows)
and draws Geist and Instrument Serif through the HUD atlas.
The title is laid out like the launcher (sidebar, page header, rows) over a
live backdrop: Horizon generates an ice-spikes landscape for a fixed seed,
orbits a camera over it with falling snow, then blurs and cold-grades the
frame (post.rs). The launcher's opening (wordmark, then the interface) plays
once per session and a click or key skips it. Menu style Horizon / Classic
lives in horizon.txt, never options.txt; Classic keeps vanilla's drawing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/parity.py traces each harness (its Python, Java oracle sources and
the Rust sources of the probes it runs, from Cargo's dep-info) and reruns
it only when one of those, the vanilla artifacts or the toolchains change.
Harnesses run in parallel within the available memory, and their probes
build without LTO and with 16 codegen units into .local/parity-target: a
one-line change rebuilds every horizon-world probe in 3 seconds instead of
122. The full suite takes about 20 minutes instead of an hour.
tools/gate.py is the check a branch passes before integration, and
tools/supervise.py manages the per-area worktrees: status, new worktrees,
saving unfinished work, and integrating a branch only when the gate passes.
Harnesses find probes through lab.cargo_target() instead of a hard-coded
target/, the save round-trip harness builds the binaries it launches, and
the mob AI harness now fails on divergences like every other harness
(--report-only keeps the old behaviour). Debug builds keep line tables
only, so worktrees stay small.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Apply clippy's fixes, fix the remaining lints by hand and allow, for the
whole workspace, the lints that one-to-one ports of vanilla's Java
naturally trip (argument counts, index loops, nested types, large enum
variants).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Primitive codecs (VarInt/VarLong, strings, positions, LpVec3, BitSets),
VarInt21 framing, zlib threshold compression, AES/CFB8 encryption, MD5
offline UUIDs, network NBT via horizon-world, item stacks with data
component patches, chunk and light payloads with paletted containers,
synched entity data, and typed packets for every connection state in both
directions with round-trip tests. Packet ids are generated from the data
generator's packets report. The probe example logs into a vanilla 26.3
server and decoded ~8000 packets (329 chunks) without errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add version-bound core, world data, geometry, generation and feature implementations with native client/server comparison tools and scoped evidence reports. Apply Horizon project branding.
Workspace tests, Clippy and 147 Python tests passed. Full 51-family survival and expanded provider comparisons are still running; complete gameplay parity and a playable Rust client remain unfinished. Private game artifacts and the isolated simple-block placement work are excluded.