The game reads the data generator's registries.json (and commands.json)
next to the resources (#573). Versions whose resources the launcher copied
from another installed version, or that were prepared before the preparer
put the reports there, have them only in the scratch output of the version
that ran the data generator, if anywhere. At start, on `versions`/`update`
and before starting the game or a server, the launcher now copies them in
from the version's own scratch output or any installed version pinning the
same server jar, so existing installs can join servers again without
preparing again.
Complements #576 (the preparer and the client side of #573).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With "View what would be sent" open in a short window, "Send nothing" and
"Save choices" sat below the overlay's scroll range. The card now fits the
window (max height 100%): its body scrolls, and the answers row stays pinned
at its foot.
Fixes#460
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When no folder has the pinned version and the selected Microsoft account
owns Minecraft: Java Edition (the mcstore entitlement, asked again with the
saved token), Prepare downloads it the way other launchers do: the version
JSON from piston-meta by its pinned sha1, the client jar, this system's
libraries (the JSON's os.name rules) and the asset index with its objects
(the sounds), each checked against its sha1, written whole, 8 at a time,
into the data folder's minecraft/ in the official layout. The next
preparations find it there first. An asset that fails is a line in the log;
anything else is an error.
Not signed in, or signed in without the game, the not-found error says so as
its last line. Ownership stays required: there is no other path to the
download, and nothing of Mojang's is part of Horizon.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The official launcher crashes on some Linux systems (rdbt's Arch), and
Horizon only read its layout. Preparing now finds the pinned version in the
chosen folder (or a folder above it, so an instance folder works), then in
every launcher's default folder on Linux (Flatpak included), macOS and
Windows:
- the official launcher: versions/<v>/<v>.jar
- Prism Launcher, MultiMC: the jar their meta/net.minecraft/<v>.json names
(a Maven name in libraries/), libraries/com/mojang/minecraft/<v>/...
- the Modrinth App: meta/versions/<v>/<v>.jar, meta/libraries
- ATLauncher, GDLauncher (data/, Next's datastore/):
libraries/net/minecraft/client/<v>/client-<v>.jar
The client jar is checked against the lock's sha1. horizon-prepare reads the
official layout and pins the version JSON's own sha1, so files found
elsewhere are linked into that layout in the data folder
(linked-minecraft/), with the pinned version JSON from piston-meta (by its
sha1, checked) when the launcher keeps only its own format or a rewrite.
Nothing else is copied or downloaded. Every preparer, old Python ones
included, reads the linked folder as an official one.
When nothing is found, the error lists the chosen folder and every installed
launcher's, with what each lacks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Prepare used to stop with "Minecraft 26.3 is not in <dir>. Play 26.3 once from
the official launcher, or choose another folder." followed by an unrelated log
line ("Checking Java and your Minecraft install"). It now lists every folder it
looked in with what each one lacks (no such folder, no versions/26.3/26.3.json,
no 26.3.jar) and the two ways out, one per line. A missing client jar is caught
here too, instead of later inside horizon-prepare.
Only a preparer process's "Exited with ..." gets the last log line appended;
the launcher's own errors are full sentences.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- First run (and when CONSENT_VERSION changes): a question over the launcher
with four switches, all off, what each sends in plain words, what is never
sent, "View what would be sent" (the exact JSON), and "Send nothing" /
"Save choices".
- Settings → Data collection: the same switches any time, the install ID and
what waits, "View what would be sent" and "Delete my data" (server deletion,
outbox cleared, new install ID).
- The outbox is sent at start and on close (at most 3 s), only when there is a
server (none yet) and only what the player allows.
- CLI `horizon-launcher data status|allow|deny|show|delete|send|bug|benchmark`
and MCP tools data_collection, set_data_collection, data_preview,
delete_my_data, report_bug. Bug reports and benchmark uploads are printed for
the player to confirm; logs are scrubbed and lose chat lines.
- horizon-telemetry joins the launcher's paths (launcher.yml, release_train,
pr_ready).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An agent now needs one MCP server. horizon-launcher mcp runs the selected
version's horizon-ctl mcp as a child and offers its tools as game_<name>
(all but launch, which launch_client covers), passing calls and image
results through. launch_client starts the game with a control socket in
the launcher's data folder, takes world, creative and offscreen, and
returns once the socket answers. A game tool called while no game listens
says to call launch_client.
tools/launcher_mcp_e2e.py checks it end to end against this checkout's
builds in a scratch launcher home.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each session rewrites benchmarks/launcher-<time>-session.json in the data
folder (report format v1): start to first frame, release list fetch,
install/update and prepare durations, Play to the game's first frame (the
game now logs its first frame), RSS, UI frame times, binary size.
horizon-launcher benchmark starts the launcher N times (cold, then warm),
switches pages, measures idle CPU and memory and the release list fetch,
and writes one report with means and 95% CIs. Nothing is uploaded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game joins `friend:CODE` with either code: a full invite is dialled
directly, then through the relay it names; a short code goes through the
relay the player set. Join a friend gains a Relay (optional) field, saved
to horizon.txt (friendsRelay) and used for hosting too; the code field
shows the end of long codes and says what is wrong with one (typo, other
version, short code without a relay). The launcher validates both kinds.
tools/test_friends.py now runs (a) the code alone with no relay anywhere
and (b) a relay run locally with the short code; routers and STUN stay
out of tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game joins `friend:CODE` addresses: the network thread resolves the code
through the relay, agrees on the key, settles on a direct or relayed stream
and connects the client to the tunnel's loopback port; everything after is
an ordinary join. Errors (unknown or ended code, wrong secret, host not
answering, version mismatch, rate limits) end on the Disconnected screen in
plain words. Shown and logged addresses hide the code's secret half.
Horizon's multiplayer page gains "Join a friend" (a code field); the classic
screens keep vanilla's buttons. The launcher's Play page gains a "Join a
friend" row (paste works) that starts the game straight into the join;
`horizon-launcher play --join CODE` does the same.
tools/test_friends.py runs a relay, a host Horizon sharing a world and a
guest Horizon, over plain LAN (--baseline), the direct path and the forced
relay path: chat, movement and blocks both ways, then the ended invite.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HORIZON_MSA_MICROSOFT_ENDPOINT (debug builds only) points the device-code and token requests at
a local mock, so the restyled code panel can be seen and screenshotted without Microsoft.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A top bar (the mark, Horizon, the pages as text) replaces the sidebar; a mono footer carries
the launcher's version, its update and the community links. Every page is a display title, a
short muted line, then an index list: Play's resources and folders, the versions with their
names large and their size and state in mono, the patch notes, the settings. Buttons are pills,
the main action is the one violet thing on the screen, selection is an ink pill, the console,
notices and the crash report sit on soft plates without borders. The Play page ends with the
faint wordmark, half set below the window's edge.
The sunset photograph and its veils are gone (and the `image` dependency with them): the
window is the page colour, light or dark with the system. The opening draws the wordmark
letter by letter, then the launcher rises into place. HORIZON_LAUNCHER_APPEARANCE=light|dark
overrides the system's appearance, for screenshots and tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
macOS: packaging/macos/package.sh (run by launcher.yml) builds Horizon.app (Info.plist, bundle
id dev.horizon.launcher, macOS 11+, the .icns), signs it ad hoc, and makes the two release
assets: horizon-launcher-macos-arm64.dmg, the installer (the app and an Applications link over
a background, laid out by dmgbuild without a GUI), and the .zip the launcher updates from. A
launcher inside the app replaces the whole bundle: copied beside it with ditto, swapped in by
renames, restarted; a bare binary, as older launchers are, still finds its binary in the zip.
A macOS test zips, unpacks, swaps and re-verifies a signed bundle. Signing for real is a
MACOS_SIGN_IDENTITY away (packaging/macos/README.md, with what Gatekeeper asks meanwhile).
Linux: release builds keep horizon-launcher.desktop (with the binary's current path),
horizon.desktop (hidden, for the game window's icon) and the hicolor icons under
$XDG_DATA_HOME, without root; `horizon-launcher desktop-entry --remove` takes them out and
stops it, `desktop-entry` puts them back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/design-system.md describes the new design language (after mkdir.directory: type as the
interface, numbered index lists with hairline rules, one violet accent, space instead of
borders, quiet motion, a faint wordmark) and its tokens, components, surfaces and mark.
crates/horizon-theme now holds the whole system: the two palettes (cool neutrals, light and
dark, each text colour checked against WCAG AA on every background by a test), the type scale
with web sizes, spacing, radii, rules, control heights and motion with CSS easing curves.
Instrument Serif is gone; display type is Geist at medium weight.
`cargo run -p xtask -- tokens` writes website/src/tokens.css from the crate, and a test fails
when the file is out of date. The launcher and the game's menus read the new names through
small adapters; the restyles follow in their own changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
launcher.yml releases the launcher by itself: after a push to main that changes launcher/,
crates/horizon-prepare or crates/horizon-theme, hourly, and by hand, with the game's rules
(tools/release_train.py decide --kind launcher: player-facing pull requests and a 3-hour cooldown,
release-now, skip-release, RELEASES_PAUSED). launcher-vX.Y.Z is the next patch, or the next minor after a
pull request labelled feature. Linux on ubuntu-22.04, Windows on GitHub, macOS on the Mac mini's runner;
published with --latest=false.
No version-bump commits: VERSION reads HORIZON_LAUNCHER_VERSION with option_env!, falling back to
Cargo.toml's, and --version, the User-Agent and the self-update comparison use it; each build checks
--version says the release's version.
With several game releases a day, the newest launcher release soon falls out of the newest 100 (launcher)
or 30 (website) releases: both now look the newest launcher-v tags up one by one when the list has none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
release.yml now releases the game by itself: after every green checks run of a push to main, every hour
(a release the cooldown held goes out without another merge) and by hand. tools/release_train.py decides
from the pull requests merged since the last published game release: a release when one changed what
players run and the last release is 3 hours old, at once for a pull request labelled release-now;
skip-release pull requests don't count. RELEASES_PAUSED=1 stops it. Tags vYYYY.MM.DD, then .1, .2 the
same UTC day.
Linux (ubuntu-22.04) and Windows build on GitHub with Cargo caches, macOS on the Mac mini's runner
(MAC_RUNNER=macos-latest sends it to GitHub). Each builds horizon-client, horizon-ctl and horizon-prepare
(all three named: --bin selects only the named binaries), checks all three exist, checks their libraries,
starts each one, packages with xtask and archives; the Mac also runs the game offscreen for 300 frames on
a new world with resources prepared from its own Minecraft. The notes: New (label feature), Fixed (the
rest), Known issues (docs/known-issues.md). A hand-started run off main, or with dry_run, builds
everything and writes the notes but publishes nothing.
docs/release-flow.md describes the flow, the labels, pausing and rolling back; the launcher gets a test
that a release turned back into a draft is never offered.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Device-code OAuth, Xbox Live, XSTS, Minecraft login, ownership and profile;
secrets in the OS keychain (oo7 on Linux, keyring on macOS/Windows), accounts.json
without tokens; Settings account rows, 'Playing as' on the Play page; CLI
'account' and MCP account tools; the game gets a 0600 session file it deletes.
Client ID is configuration (HORIZON_MSA_CLIENT_ID), empty = not configured.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/fetch_sounds.py (and the lab.py functions it used) becomes
`horizon-prepare sounds` (horizon_prepare::sounds): the pinned asset index,
sounds.json and every .ogg from the player's own launcher install, each SHA-1
checked, into .local/horizon-client/<version>. The launcher runs it as part of
Prepare (in-process, the version's own binary when its sources differ and it
knows the subcommand, in-process for older versions), and a launcher install
without the assets only logs that the game will be silent. Player docs no
longer mention Python for sound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game writes logs/latest.log in its home like vanilla's log4j config
(client-1.21.2.xml): [HH:mm:ss] [thread/LEVEL]: message, rolled at start and
at midnight to logs/<date>-<n>.log.gz, seven a day. Messages go through the
log facade and still print their old text on stderr.
A main-thread panic or a fatal error writes
crash-reports/crash-<date>_<time>-client.txt (error, stack, Horizon and
Minecraft versions, OS, CPU, memory, GPU adapter, render settings, resource
packs, world, last 50 log lines). Development builds crash on purpose with
HORIZON_DEBUG_CRASH.
The launcher shows "Horizon crashed" when the game it started ends badly,
with Open report, Copy report, Open logs folder and Report on Discord;
Settings gets a Logs row. horizon-launcher logs and horizon-ctl logs
(--lines N, --crash) print the log's end or the newest report, and both MCP
servers have a logs tool.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On Linux, once the launcher's file has been replaced under the running
process (an update from the command line or another window), current_exe()
is "<path> (deleted)" and self_replace failed with "No such file or
directory". The new binary now goes to the path the launcher started from
(copy beside it, rename over it; Windows still uses self_replace), and an
update the file already has is not downloaded again. The message reads
"Updated to X. Restart the launcher to use it."; Restart execs the new
binary with the same arguments (spawn and exit on Windows) and says so if
it cannot start.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The launcher prepares a version in-process when it ships the preparer sources
the launcher was built with, with the version's own horizon-prepare when they
differ, and with the Python script only for versions made before it. Release
folders ship horizon-prepare and its sources; resources are reused between
versions with the same preparer. The game's messages, PLAY.txt, the docs and
release builds name horizon-prepare, and tools/prepare_native_client.py is a
wrapper of it for the development tools.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The README keeps the parity table, and its known differences move to a
Known issues section. The website drops the What's next section and its
nav links, and no longer fetches or requires a Roadmap section. The
launcher drops its What's next page, `next` subcommand and `roadmap`
MCP tool.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Launcher 0.1.3 auto-installed v2026.10.13.1 unprepared; after updating to 0.1.4 nothing installs
it again, so install's reuse never ran for it. backend::reuse_prepared_everywhere() applies the
same reuse (same compatibility checks, copied then renamed) to every installed version that is
not prepared, oldest first. It runs when the window starts (on a thread; the page refreshes when
it is done), in the CLI's `versions` and `update`, and in the MCP list_versions and check_updates
tools. The partial folder is now named per copy, and a version prepared meanwhile is left as it is,
since the window's start and an install can copy at the same time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After installing a version (CLI install and update, the window's automatic install, MCP),
when it is not prepared and another installed version with the same Minecraft version is,
the launcher copies that version's prepared resources. Players who auto-updated to
v2026.10.13.1 no longer prepare again, and can play it without their Minecraft folder.
The prepared output depends on the Horizon version as well as Minecraft's: the manifest
records the hashes of the vanilla exporter sources it was made with, and
prepare_native_client.py writes every file and the manifest's schema. So resources are reused
only when both versions have the same pinned jars in research-lock.json, the same
prepare_native_client.py and the same exporter sources the manifest lists. They are copied
(prepare rewrites files in place, so hard links would tie the versions together), into a
partial folder renamed when complete. install and the MCP tool say when it is prepared already.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shared CI runners hit GitHub's anonymous rate limit in the smoke test (launcher 0.1.2's
macOS build failed twice on it). Players never set the variable, so nothing changes for them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
links.json gains a website key; the launcher shows a quiet Website link under
Join Discord and lists it in the links CLI command and MCP tool.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- links.json on main gives the Discord and sponsor links (built-in fallback offline,
empty hides the button); 'links' command and MCP tool.
- Install new versions automatically is on unless explicitly turned off (new settings
key, so 0.1.1's written default does not count as a choice).
- Settings: Horizon / Classic menu style, the horizon.txt menuStyle line the game reads;
'menu-style' command and MCP tool.
- launcher workflow: install latest into a temp home, check imports (Windows, Linux client)
and that the client starts, on all three platforms; also runs on launcher-* branches.
Co-Authored-By: Claude Sonnet 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>
PipeWire remembers mute per application name. A test run's stream, muted once
in the mixer, left "PipeWire ALSA [horizon-client]" muted for every later game,
the release played from the launcher included: no sound at all, with the device,
the stream and the mixer all working.
- The launcher starts the game as "Horizon" (media.role Game), its own entry.
- The game opens no output on a vscreen, where agents run it (HORIZON_AUDIO=1
forces it, for a null sink), so nobody needs to mute it again.
- Any device sample format is accepted (the mixer converts from f32): a plain
ALSA default reporting i16 used to fail.
- Other output devices are tried when the default does not open, and the log
names the output opened or every reason none did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Removed (each unreferenced by code, workflows, tests or living docs; no harness
dependency record names any of them, and parity.py --list still finds all 281):
- 22 one-off write-ups of the Java-pack experiments in docs/: adaptive-terrain,
client-graphics-smoke, compact-headers, core-performance, culling-empty,
culling-rays, debounce-queue, dispatch-retry, foreground-first,
graphics-api-comparison, heap-budget, mac-first-test, optimization-plan,
playable-validation, quad-reuse, server-graphics-context, shader-world-smoke,
terrain-measurements, terrain-position, terrain-read-wait, tick-membership,
worker-pacing. Their findings are folded into one paragraph of java-packs.md.
- 24 benchmarks/ observation dumps only those write-ups linked (client graphics,
culling, queues, heap, Mac Vulkan, shader worlds, software identity, and the
unlinked rust-core, rust-worldgen-2026-10-05, rust-native-client and
rust-cuboid-model-decoding runs), plus 12 unlinked files inside kept
report folders. The scoped-parity reports the living docs cite stay.
- debug/: one server log from a chunk investigation.
- The manual macos-shader-research and macos-vulkan-research workflows.
- tools/logs/latest.log, an empty log committed by accident (now ignored).
Kept: research-lock.json (parity.py, packaging, the launcher and datafix read
it), the Java-pack how-tos (vulkan, collectors, profiling, process-memory,
tick-state) and tools/test_client_graphics.py (ci.yml runs it).
README: leads with what Horizon is and "Download the launcher" (the
launcher-v* releases; the launcher updates itself), then build from source
for developers. Direct game downloads and PLAY.txt steps for players are gone;
the launcher has its own section with two screenshots. The roadmap merges the
known differences, the final checks and the plans after parity, under the
"Roadmap" heading the launcher's What's next page reads. The parity table and
its 100%-of-what-the-harnesses-compare note are unchanged.
docs/README.md indexes what remains: build and run, parity (status and
workflow), world generation, world data and simulation, the old Java track.
Links to the removed pages and README anchors are fixed.
packaging/PLAY.txt now speaks to players who came through the launcher and
points anyone with a bare archive to it, keeping the manual steps short.
The launcher's README link points at main instead of the launcher branch.
.gitignore: tools/logs/ and .DS_Store. No code behaviour changes; the compiler
and clippy flag no unused code and the tree has no stale TODOs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client ran in the version's own folder, so saves and options.txt would have
landed there and been deleted with the version, and the saves in
~/.local/share/horizon (where the release folders' horizon.sh keeps them) were
not seen. It now runs in HORIZON_HOME, else horizon in the platform's data
folder, with --resources pointing at the version.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>