🤖 Agent: Thanks socksprox! Mannequins render as the player model with their profile skin. I pushed d3af1e04e: a mannequin is a LivingEntity, not a Mob, so it runs no goals and never despawns. Checked in game: a summoned mannequin stays put for 400 ticks on the server thread and falls to the ground in-frame (it wandered 14 blocks before). Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
🤖 Agent: Thanks levzzz5154! Matches ItemCooldowns and the slot sweep in Gui.renderSlot; thrown, eat and shield pass on both hosts. I merged main and dropped orphaned doc comments. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
Servers on 26.3 spawn NPCs as minecraft:mannequin — the avatar entity
vanilla added for exactly this — instead of fake players (gommehd.net's
"Gommunity" lobby NPCs are invisible today). The client never registered
the type: MobTypes.load only builds species::ALL, so AddEntity produced a
tracked entity but nothing to draw.
- EntityDataSerializers.RESOLVABLE_PROFILE (41) decodes into
Value::Profile. Before, the entry list ended at it and the mannequin's
DATA_IMMOVABLE and DATA_DESCRIPTION after it never decoded.
- species::ALL gains mannequin (player#main model, Humanoid anim), and
the player-only render paths — skin texture, sleep pose,
AvatarRenderer's 0.9375 scale — take an avatar() check instead of the
id string.
- SetEntityData's apply stores DATA_PROFILE on the mob, and
update_remote_skins resolves its textures property through
PlayerSkinRenderCache's rules (unsigned allowed, SkinManager's
insecure path) the way a tab player's skin resolves.
- Mannequins get the shared-flags crouch and sleeping-position handling
other players already had.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Keep main's item_sync.rs and lan::guest::stack_to_network for stacks on
the wire (#1874) and move the firework component decoding there:
Component::Fireworks and Component::FireworkExplosion in
item_sync::components_tag, with fireworks_tag.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Nothing tracked `ItemCooldowns`: `draw_item_decorations` passed a cooldown of
0.0 with a note that there was none to shade, and ender pearls were held back
by an ad-hoc `pearl_cooldown` counter.
`horizon_client::cooldowns` keeps the `use_cooldown` component's entries by
cooldown group the way `Player.getCooldowns` does (start and end ticks, the
percent `getCooldownPercent` returns), `ItemInfo` now carries the item's
`use_cooldown`, and the game uses it where vanilla does:
`ServerPlayerGameMode.useItem`/useItemOn refuse a stack on cooldown,
`ItemStack.applyAfterUseComponentSideEffects` starts the entry when a use
finishes (a thrown pearl, a wind charge, an eaten chorus fruit),
`GuiGraphicsExtractor.itemCooldown` shades the slot, and a server's guests
keep their own and are sent `ClientboundCooldownPacket` (started, and 0 when
it ends), which a client applies.
Fixes#1763
Co-Authored-By: [CC] <deepseek-v4.1-flash> <noreply@deepseek.com>
Main gained PotionContents on the wire (#1796) in the same two functions
this branch hands to the shared codec. Resolved by keeping the codec and
teaching it the potion: components_tag writes it by its built-in registry
name, and the remote's id lookup asks the built-in registries first, as a
hub's SyncData::id already does. The round-trip test now covers a splash
potion.
Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
`Game::to_network` wrote damage alone into SetCreativeModeSlot, and
`item_from_network` read back damage and enchantments, so anything else a
creative stack carried was gone once the server echoed the inventory: a
named sword lost its name, trimmed armour its trim, an enchanted book its
stored enchantments and its repair cost.
`item_sync` is the pair for the components Horizon models: `encode` writes
them with the synced registries' ids (an unknown name is left out rather
than sent as id 0, which is a different entry) and `apply` reads them back
into the same `StackData` fields `item_data::decode_components` fills.
Potions are not carried yet: `minecraft:potion_contents` has no id or codec
in horizon-protocol, so a creative potion still arrives as an uncraftable
one (#1832). Nor are containers, charged projectiles, written books and a
map id, which the packet models but this patch does not write.
Refs #1832
Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
ClientboundCookieRequestPacket in play state decoded as Unknown and was
dropped; StoreCookie and Transfer likewise, and the configuration-phase
CookieRequest was always answered empty. Proxies (BungeeCord, Velocity)
store and read cookies around a server switch and send Transfer to move
a player to another address — both ended in a kick.
Play-state cookie_request/store_cookie/transfer now have packet types,
cookie requests answer from the stored cookies in both configuration and
play (ClientCommonPacketListenerImpl.handleRequestCookie), stored cookies
land in the session's map (handleStoreCookie), and a transfer reconnects
the game to the target address carrying them (handleTransfer →
ConnectScreen.startConnecting with TransferState).
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
A server's client (single player on the server thread, LAN guests, a
dedicated server's players) saw every potion as an "Uncraftable Potion"
in the water colour: the server never wrote `minecraft:potion_contents`
and the client read past it. A potion taken from the creative menu also
reached the server without its potion, so it splashed as water.
PotionContents now goes as vanilla's stream codec writes it: the potion
by its `minecraft:potion` id and the custom colour, with the custom
effects and name kept as their bytes. The server writes it for every
stack it sends, the client reads it into the item's components, and a
creative pick and the server's read of it keep the potion too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Decode source/event selection flags, including 26.3 UI source 10, and route them to Audio.stop_sounds. Compare all 36 native Java codec selections and round-trip their bytes; reject invalid sources and truncated packets.
Co-Authored-By: Codex (gpt-6.1-sol) <noreply@openai.com>
show_dialog and clear_dialog in configuration and play, and
custom_click_action, the answer, in both. Dialog.DIRECT_CODEC as
horizon_client::dialog: the five dialog types, their bodies, inputs and
actions with vanilla's defaults, the values inputs hold, and
Action.createAction (a command template's $(key) substitution with
escapeWithoutQuotes, a custom action's payload of every input's tag).
Nothing uses them yet: the screen comes next.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A loopback test listens on both [::1] and 127.0.0.1 and checks the
connection lands on IPv4 although IPv6 is listed first; it fails without
the sort. Another checks the fallback to IPv6 when IPv4 refuses. When every
address fails, the error is now the first address's (the one vanilla tries)
rather than an IPv6 fallback's, which is often only "no route to host".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The trim decode sat inside the read-past fallback and matched the kind
there; it now has a TRIM arm, and the fallback only reads past. Long
comment lines wrapped.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Main's SRV resolver (#1578) added Connection::connect_server; both connect paths now
go through connect_addresses, which puts IPv4 first, as ServerAddressResolver.SYSTEM's
InetAddress.getByName does for the original host and the SRV target alike.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two halves of FireworkRocketEntity on a server were missing:
- SetCreativeModeSlot encoded only damage, so a creative-picked rocket
lost its minecraft:fireworks component (flight_duration and explosions
gone); the wire codec also had no decoder for it or firework_explosion,
so a stack carrying them failed to decode at all. The components now
follow Fireworks.STREAM_CODEC/FireworkExplosion.STREAM_CODEC both ways
(component ids 71/70).
- A remote rocket never read DATA_ATTACHED_TO_TARGET,
DATA_ID_FIREWORKS_ITEM or DATA_SHOT_AT_ANGLE, so the server-attached
boost rocket was an inert marker: attached_to now comes from
EntityDataSerializers.OPTIONAL_UNSIGNED_INT (the id plus one), the item
feeds the explosion list, and FireworkRocketEntity.tick's
isFallFlying boost applies to the local player.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
boss_event_round_trips missed its #[test] attribute, failing clippy's
dead-code lint; unknown_packets_keep_their_payload decoded boss_event,
which this PR gives a real decoder, so the garbage payload no longer
comes back Unknown — it uses player_look_at, which still has none.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Vanilla resolves a server with InetAddress.getByName, and Java's default
(java.net.preferIPv6Addresses=false) puts IPv4 addresses first. Horizon
tried addresses in the system resolver's order, which on macOS puts IPv6
first: a server whose IPv6 address resets the connection showed
"Connection reset by peer (os error 54)" where vanilla joined.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Decode the trim component as its material and pattern registry ids when both
are references (a direct holder stays read past) and name them through the
server's synced trim_material and trim_pattern registries, as enchantments
are, so worn and held trimmed armour draws its trim in multiplayer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Vanilla's ServerRedirectHandler asks through JNDI's DNS client: the
system's name servers in turn, one 1 s UDP try each (retries = 1), TCP when
the reply is truncated, the first SRV record of the answer. resolver/dns.rs
does that by hand in ~200 lines with wire-format tests and a local stub
server, so the game, the dedicated server and the bots no longer pull in
tokio, hickory and ~25 other crates (none of them were in the game before).
Name servers come from resolv.conf on Unix, as JNDI reads them, and from
the network adapters on Windows (ipconfig, Windows only; the crate keeps
forbid(unsafe_code)). Each server waits 1 s, as vanilla does, instead of
the whole connect timeout.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The clientbound boss_event packet (add/update/remove/style/progress), a
BossOverlay that renders each bar, darkens the world under a wither, and
suppresses the create-the-world fog — vanilla's BossHealthOverlay and
GameRenderer behaviour on a real server.
Co-Authored-By: Devin <devin@cognition.ai>
Horizon decoded 25 of 26.3's 122 data component types. Item data has no
length prefix, so a stack with any other component (an armour trim,
banner patterns, pot sherds, a stew's effects, a plugin's item) made the
whole packet undecodable and it was dropped: on a Paper server the
inventory arrived empty until each slot was clicked, the advancements
screen said "There doesn't seem to be anything here..." and the recipe
book was empty.
Every other component is now read to its end with its vanilla
StreamCodec (item/skip.rs) and kept as its bytes, written back as they
came; components without a network codec go as their NBT. The client
leaves them out of the item's components, so the item keeps its
prototype's values for them.
tools/test_item_wire_parity.py checks it against vanilla: the oracle
encodes 374 stacks with ItemStack.OPTIONAL_STREAM_CODEC (every default
component value of every item, SNBT fixtures for the rest, direct
holders and removals built in Java), covering all 122 component types,
and the Rust probe must consume every byte, find the same component ids
and encode the read-past ones back to the same bytes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Servers that push a resource pack now work (reported by scanfee on Discord:
"Servers requiring custom resource packs do not work yet"; net.rs declined
every push).
- net.rs forwards resource_pack_push and _pop in configuration and play, and
answers in the phase the connection is in.
- The prompt is vanilla's PackConfirmScreen on a shared ConfirmScreen
(confirm_screen.rs, now also used by the game rules screen): the required
or optional wording, the server's message, Proceed/Disconnect or Yes/No,
Escape for no. Declining a required pack disconnects with vanilla's reason.
- The server list's Edit screen has the Server Resource Packs cycle button
(Enabled, Disabled, Prompt), saved as acceptTextures; the prompt's answer
is saved there too.
- Downloaded packs go on top of the player's packs, in push order, through
the same reload as the Resource Packs screen; they are removed on pop and
when leaving the server.
tools/server_pack_e2e.py drives the real client against vanilla's dedicated
server or Horizon's, with a test pack (blue dirt, lang strings) from a local
HTTP server, and checks the statuses the client sends through net_capture:
decline, proceed, the cache, a wrong SHA-1, an optional pack declined and
accepted, a dead URL.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-client, horizon-world and horizon-protocol each had an example
named `probe`. Cargo copies every crate's examples into one
<profile>/examples/ directory, so parallel parity harnesses sharing a
target dir could run another crate's probe (CI parity run 40055656303:
command_parse ran the horizon-world dispatcher). The examples are now
client_probe, world_probe and protocol_probe ([[example]] in each
Cargo.toml; the files stay where they are), and every harness builds
and runs its own crate's name.
tools/parity.py recognises the new names when it counts the probes a
harness ran, and renames the old `probe` in recorded artifacts to the
crate's target (from the record's -p, else its probe sources), so the
prebuild still builds them instead of dropping them as unknown.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
Item.use runs on the client as well (MultiPlayerGameMode.useItem), and
only a use the client started sends RELEASE_USE_ITEM when the button
lets go. A server's client started one for bows and food only, so a
shield kept blocking after release, a charged trident never left the
hand, a loaded crossbow stayed "in use" on the server and never fired,
and a spyglass never scoped. The client now starts what the window's
own Item.use does: a bow or crossbow with ammunition, a trident, a
spyglass, a shield off cooldown, and keeps it until the button lets go.
The server's RELEASE_USE_ITEM let go of a main-hand bow only. It now
runs ServerPlayer.releaseUsingItem with the used item's hand, through
the release the window's own tick shares (bow, trident, spyglass).
A loaded crossbow reached its client without its ammunition: the
network stack gets minecraft:charged_projectiles (registry id 51,
ItemStackTemplate list), and a server's client decodes it.
lan_e2e gets a helduse check, for the host and the guest, both modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server's player (a LAN guest, or single player's window on its server
thread) could neither write in a book and quill nor read a written book:
the server opened the screens in the guest's turn and dropped them (#1366).
As in vanilla, the client opens a book and quill's editor itself when it
uses one (LocalPlayer.openItemGui) and sends ServerboundEditBookPacket
when it saves or signs; the server writes the pages or makes the written
book, signed with the player's name, in that hotbar slot or the off hand.
A written book opens on the client when the server sends
ClientboundOpenBookPacket for its hand (ServerPlayer.openItemGui).
horizon-protocol: OpenBook and EditBook (pages a list of at most 100).
horizon-ctl: book sign presses Sign, then Sign and Close; book done on a
book and quill saves it, as its Done button does.
lan_e2e books: host and guest each write, sign, read and drop a book,
both modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A sign a server's player placed (a LAN guest, or single player's window on
its server thread) opened no editor: its turn's editor was dropped with
the rest of the guest's screens (#1380). The server now does as
ServerPlayer.openTextEdit: the block, then ClientboundOpenSignEditorPacket,
and the player may write on that sign. The client opens its editor on the
sign it has and sends ServerboundSignUpdatePacket when it closes; the
server takes the lines (formatting codes stripped) unless the sign is
waxed, the player was not the one allowed or went out of reach, and sends
the sign to everyone. The window's own sign now reaches its guests too
(sendBlockUpdated, not only a save).
horizon-protocol: OpenSignEditor and SignUpdate, with SignTextSlot as a
VarInt and the lines as a fixed list of four (26.3's stream codecs).
horizon-ctl: type and key reach an open sign editor; block shows a sign's
lines.
lan_e2e signs: host and guest each place, write and see, both modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server never sent particles: /particle on single player's server thread
drew into the server's own engine, and TNT exploded without its burst for
anyone but an old-mode host. The protocol gains
ClientboundLevelParticlesPacket and ClientboundExplodePacket; /particle
sends the particles to each viewer in range (every player without
viewers, as PlayerList.getPlayers) and an explosion sends its packet to
the players within 64 blocks; their clients draw them as
handleParticleEvent and handleExplosion do.
/particle's spread was measured from the command's source as if it were a
position; it is the spread as given (Vec3Argument.getVec3).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server never told its clients who holds a mob's lead, so on single
player's server thread, a LAN guest's or a dedicated server's client the
lead was used up and the mob tied, but no rope showed.
The tracker now sends ClientboundSetEntityLinkPacket as vanilla does: in
ServerEntity.sendPairingData for a leashed entity, and when the lead is tied
or comes off (Leashable.setLeashedTo / dropLeash, the holder 0). The holder
is the player the mob sees (a guest, else the host) or a mob; a fence knot
isn't an entity on Horizon's server yet. The client sets the mob's holder
from it: itself, another player or a mob.
lan_e2e's new `leads` check ties and unties a cow on both sides.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server's players (single player on its server thread, LAN guests,
dedicated-server players) get the horse inventory: shift + use on a tamed
horse, donkey, mule, camel or llama, or the inventory key while riding one
(ServerboundPlayerCommandPacket OPEN_INVENTORY), opens HorseInventoryMenu
over the mount with ClientboundMountScreenOpenPacket. Clicks run on the
menu engine's new Kind::Mount (saddle and body ArmorSlots that take what
the mount may wear, the chest, AbstractMountInventoryMenu.quickMoveStack),
and the slots go back to the mount with the item's equip sound.
The client shows a server's mount screen, predicts its clicks with the
same engine and sends OPEN_INVENTORY when the inventory key is pressed
while riding. Llamas now have their inventory in the window too: the
carpet slot and a chest of `strength` columns, no saddle slot.
lan_e2e `mounts` checks it for the host and a guest, with and without
--server-thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Single player on its server thread, LAN guests and dedicated-server
players could not board, drive or break boats and minecarts, nor use
item frames and armor stands: the client sent Interact/Attack only for
mobs, the server aimed only at mobs, and nothing carried riding over
the network.
Client (remote.rs, remote_vehicles.rs):
- Interact/Attack for boats, minecarts, item frames, armor stands and
paintings, with the hit location (Minecraft.hitResult).
- SetPassengers seats the player; a boat ticks on the rider's client and
goes to the server as MoveVehicle and PaddleBoat every tick; a
MoveVehicle back puts it where the server says; a minecart moves on the
server and the rider sits in it.
Server (lan_vehicles.rs, lan_actions.rs, hub.rs):
- look_at_entity aims at every pickable object, at the client's hit point.
- The guest's vehicle is its Entity.vehicle during its turn; tick_boats
and tick_carts leave guest-ridden vehicles to their riders.
- handleMoveVehicle with its checks (invalid values kick, too quickly,
moved wrongly, colliding with anything new), handlePaddleBoat.
- Player.rideTick: sneaking gets out, then SetPassengers and the
teleport beside the vehicle (dismountTo); a minecart moves with the
rider's input; a passenger's moves only turn it.
- SetPassengers for guests through hub.riding; one rider per vehicle.
lan_e2e: boats (host and guest board, paddle, the other side sees the
boat move, sneak out, break), minecarts and frames (item frame and armor
stand) for both, passing with and without --server-thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review fixes on top of the particle serializers:
- PARTICLES (17) is List<ParticleOptions>: a VarInt count, then each
particle. Reading it as one particle only worked for empty lists, so a
living entity with effect particles (LivingEntity.DATA_EFFECT_PARTICLES)
misread everything after it. Value::Particles holds the list.
- Item particles use ItemStackTemplate.STREAM_CODEC (item, count, patch),
not the optional slot codec.
- Vibration keeps its position source (block position or entity id and
y offset) so it writes back the bytes it read; geyser data keeps its
Int exactly instead of going through f32.
- Enchantment names come from the server's synced registry, not the
builtin report (enchantment is data-driven).
- Armor stands: 26.3's DEFAULT_DEPTH_CLEAR_VALUE is 0.0 (bytecode
dconst_0), so a marker's empty box falls back to a range of 4 and a
visible marker stand draws; restore that. Holograms stay hidden through
the invisible flag.
Test: particles_round_trip covers every data shape, a PARTICLES list and
the entry after it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Serializer 17 (particles) and 16 hit a catch-all that returned Ok(None),
which stopped EntityData::read from walking the rest of the metadata list.
On armor stands that carry a level-particle effect slot, slots 2 and 3
(CustomName text and visible flag) were silently discarded, so serverside
holograms (Gamster's social-media panels and leaderboards) rendered as
nothing.
Implement both serializers as value-preserving decodes: a ParticleData
enum covering every 26.3 particle shape (state varints for ids 1/2/36/121/125,
colours, dust, dust_color_transition, effect/instant, scalar, shriek, trail,
item, vibration and geyser variants) backed by a static minecraft:particle_type
id table, with write_value arms for round-trips.
Co-Authored-By: cairn-code (GLM-5.3-Flash Free) <cairn-code@users.noreply.github.com>
A server lobby draws its signs as walls of framed maps and puts player heads on its NPCs. Horizon dropped every map_item_data packet, so framed maps stayed blank, and the item component decoder rejected attack_range (30) and profile (72), which made the whole equipment and container packets that carried them undecodable. Decode both components, carry a profile into the item data the head model reads, and apply server map patches to the map texture. The map pool now holds a wall of maps so the atlas does not re-upload every map every frame.
Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <cairn-code@users.noreply.github.com>
The last two workstation menus guests couldn't use, both now on the
shared menu engine, which single player runs too:
- Lectern: LecternMenu on the engine (Kind::Lectern): the page buttons
(1, 2, 100+) and Take Book (3, mayBuild) as ContainerButtonClick, the
page as data slot 0 clamped to the book, the book in its one slot
(removeItem, setItem a no-op, max 1). The host opens minecraft:lectern
for a guest, applies the menu to the block entity (powered pulse, page
turn level event 1043, has_book), resends changes and closes it on
stillValid. Guests drive it from the book screen.
- Cartography table: CartographyTableMenu on the engine (Kind::Cartography,
setupResultSlot, onTake, onCraftedBy's new map ids through a Maps env),
replacing the old station code; guests get the same through
guest_menu_op.
- LAN item stacks carry map_post_processing and writable/written book
contents (they were blank for guests); map_post_processing is no longer
saved (ItemStack.CODEC never saves it).
- A guest who enchants gets the enchant_item stat.
- Click parity: VanillaMenuOracle and menu_fixture gain both menus.
- lan_e2e: new lectern and cartography checks; enchanting checks the
stat; server_count/server_reply ignore the guest's own operator
broadcast echo on --server-thread; the grindstone check counts levels
as well as points.
Fixes#868
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>