Tests in the same binary spawn processes (tar, the engine); between fork and exec the child holds a copy
of every open descriptor, the lock's too, so relocking right after drop could see WouldBlock. Seen twice
on CI (#1833, #1895).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
receive_decorated moved the nine protos out of the box anyway (the
array iterator holds them inline), so taking [Proto; 9] and unboxing at
the three call sites costs the same and leaves boxed_local nothing to
flag on any target. The #[expect] failed on Linux, where the lint does
not fire, which is why verify was red.
scratch is only called from the #[cfg(unix)] tests, so it carries the
same cfg as installed() next to it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/api/server-reference.md lists horizon-server's commands (its help
text), every server.toml key (config::TEMPLATE: default, the
server.properties key it writes, what it does) and the control API's
endpoints. Tests fail when the page is out of date (HORIZON_WRITE_DOCS=1
rewrites it), when the template and Config disagree on the keys, when a key
has no comment, or when api::ROUTES and the endpoints route() answers
differ.
api::ROUTES replaces the endpoint list in api.rs's module comment and the
hand-kept path list of the 405 arm. The template's uncommented keys get a
comment (what init writes for new servers; no setting changes).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- horizon-bench reads the machine with horizon-telemetry's `command_output` (now public) instead
of a second copy of it; the console flag lives in one place.
- horizon-server's `process::command` hides the console only when the server has none (started
by the launcher). Run from a terminal, `schtasks`, `tar` and `mklink` share it as before, so
their output still reaches it: a CREATE_NO_WINDOW child can't write to its parent's console.
- horizon-prepare's java/javac keep the stdin they had; only the console flag is new.
- launcher `process::hide_console` returns the command (no `let _ =` on other systems); the
machine-details thread failing just leaves the report without them, as a slow one does.
- README: the Windows subsystem's effect on the command line (interactive cmd/PowerShell don't
wait or set the exit code) under "Command line", the deferred probe under "Performance log".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Collect performance-report hardware after the first frame and preserve logs, input and CLI pipes while suppressing background terminal windows.
Co-Authored-By: OpenAI Codex (GPT-6.1 Sol) <noreply@openai.com>
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108#1114#1131#1157#1158#1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
release.yml builds every game release with HORIZON_VERSION, the tag without its v
(docs/versioning.md), as launcher.yml already does for the launcher: no version-bump commits.
- horizon_core::release::{RELEASE, VERSION}: the built-in version, or Cargo.toml's for a build from
source. (horizon_core::version stays Minecraft's, generated by gen_version_consts.py.)
- horizon-server and horizon-prepare --version, the server's /api/v1/status, horizon-ctl's MCP
serverInfo and the "Horizon/<version>" user agents use it; they all said 0.1.0.
- The client's crash reports and telemetry say v0.2.3 from the built-in version wherever the game
is installed; releases from before 0.2 (no version built in) still read the launcher's folder name.
- The launcher's benchmark telemetry used Cargo.toml's version instead of the release's.
- release.yml checks that horizon-prepare and horizon-server --version say the release's version.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From 0.2 Horizon's game releases are tagged vMAJOR.MINOR.PATCH (docs/versioning.md). newer() compared
tags number by number, so v0.2.0 looked older than v2026.10.19.15 and an installed server would never
offer or install it. Every semver tag now outranks every date tag; within semver, patch and minor
compare as numbers and a pre-release (v0.3.0-rc.1) comes before its release. Pruning old releases
sorts with the same order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- crates/horizon-release-sign/legacy-releases.txt pins the SHA-256 of every archive of the 131 releases published
before signing (GitHub's upload digests, written by tools/ci/legacy_releases.py). The launcher and
horizon-server update install those releases only with exactly those files, so rolling back to one works and
nobody can swap its files later; every other release needs its signed SHA256SUMS.
- the_launcher_ships_with_a_release_key and horizon_server_ships_with_a_release_key fail while
release-keys.txt lists no key, so this can't ship refusing everything.
- Test tags moved to v2099.* so they never collide with a pinned release.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The launcher (game installs and its own updates) and `horizon-server update` fetch a release's
SHA256SUMS and SHA256SUMS.sig, check the signature against the keys built in from
crates/horizon-release-sign/release-keys.txt and the archive against the signed SHA-256, and
refuse anything unsigned, signed for another tag or by another key, or that doesn't match, with a
message saying why. Merge only once release-keys.txt lists the key and a signed stable release
exists: until then every download is refused.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
a_stopped_server_saves_and_keeps_comments (settings.rs) and
writes_properties_and_syncs_back (config.rs) both used
horizon-server-config-<pid>, so when they ran at the same time one
removed or rewrote the other's horizon.toml and
writes_properties_and_syncs_back failed now and then. The settings test
now has its own folder.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify and CI parity passed (40 server tests; the whole create → start → join → whitelist → backup → restore → update → stop flow ran on the Mac mini and the ThinkPad). Adds `horizon-server config`, `backups --json`, `update --check --json`; fixes whitelisting on offline servers and updates as root in containers.
As root in a user namespace (an unprivileged LXC or rootless container), GNU tar
keeps the archive's owners by default and fails on IDs it can't map, so the update
stopped at "tar couldn't unpack". Found driving the launcher's Update now from one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game resolves names as vanilla does, Mojang first, so on an offline server a name someone owns got that
account's UUID and the player, who joins under the offline UUID, was refused. horizon-server now writes the
offline entry and has the game reload the whitelist.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`config [--json]` prints the settings; `config set KEY=VALUE...` writes them through
toml_edit, checked as server.toml is checked (nothing is written if one is wrong). A
running server takes the difficulty, the default game mode and the whitelist at once
through its console, and the backup settings because the supervisor reads them each
time; the rest waits for the next start, and the command says which.
Also `backups --json` and `update --check --json`, for the launcher's Servers page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An install kept every release it ever unpacked in releases/. Once the game is up on the
new release (or a stopped server is switched), the update now deletes the old ones,
keeping the release in use, the one `previous` names (rollback's target), the one the
running horizon-server came from, and the `updates.keep` newest of the others (1 by
default, a new server.toml setting). A release that can't be deleted is reported and
left for the next update.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`horizon-server run --dir srv` (what init prints) started the game in srv/ with
--control-socket srv/.horizon/engine.json, which the game resolved inside srv/,
so it crashed at every start. spawn now passes absolute paths.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: reviewed; verify passes. Release dry run on this branch (run 39167763008): linux, macos, windows builds and publish all succeed; horizon-server-linux-x86_64.tar.gz (28 MB) built and import-checked (no libasound/libudev). Agent's proof: 880/879 client tests in both builds, dedicated_server/server_entities/lan on the server build, install → init → start → bot join on the ThinkPad without the libraries.
horizon-client's cpal output and its controllers (gilrs, the DualSense's HID output) move behind the
audio and controllers features, on by default, so the game is unchanged. Built with
--no-default-features it links neither libasound.so.2 nor libudev.so.1. release.yml packages that
build as horizon-engine in horizon-server-linux-x86_64.tar.gz (xtask package-server, checked by
check_imports.py --server); install.sh installs it on Linux (and --archive installs a local one);
horizon-server already prefers horizon-engine. The Dockerfile uses it too, and CI lints it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A dedicated server printed refused logins on its console as vanilla
does ("[Server thread/INFO]: Disconnecting <name> ..."), but wrote them
to logs/latest.log under the connection thread's own name
("[horizon-lan-conn/INFO]"): the file logger used the OS thread's name,
not the one vanilla logs the line from. The engine's lines now go to the
file under the same thread as on the console.
The console's times were UTC while logs/latest.log and vanilla's
console (Log4j's %d{HH:mm:ss}) use local time, so the two disagreed by
the time zone, as did the supervisor's own lines in
logs/supervisor.log and the web panel's console. Both now print local
time. Backup names keep their UTC time, as documented.
Found by the end-to-end install check on the Mac mini and the ThinkPad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a Linux without ALSA's library (most minimal server images), the
game exits at once with the loader's "error while loading shared
libraries: libasound.so.2". The supervisor took that for a crash and
restarted it five times over two and a half minutes before giving up
with "see logs/latest.log", which holds nothing about it.
Now:
- `run` starts the game with --help first (it loads no game files) and,
if the system can't load it, stops at once with the loader's line and
the packages to install on Debian/Ubuntu, Fedora, Arch and NixOS;
- `init` prints the same as a warning after "Game:";
- install.sh lists the libraries `ldd` can't find, with the same advice;
- docs/server.md says so in the install section.
Also, a service installed without the installer's launcher on the PATH
ran `<dir>/releases/<tag>/horizon-server`: Linux reports the running
program with links resolved, so the unit pinned that release and an
update never reached it. The fallback now goes through `<dir>/current`
while it points at that release.
Found by the end-to-end install check on the ThinkPad (NixOS, no
nix-ld libraries) with v2026.10.18.15.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
init and run looked for asset-index.json to recognise a prepared folder,
but horizon-prepare writes that file only with the optional sounds
(`horizon-prepare sounds`). A server prepared the usual way, without
sounds, was never found: init said "no prepared game files" and listed
the folder that held them. They are now recognised by
horizon-resources.json, the manifest every preparation writes and the
one the game itself reads.
Found by installing v2026.10.18.15 with install.sh on the Mac mini and
preparing from the release folder.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An online-mode server checks players by their account's UUID, so op,
whitelist, ban and pardon now resolve a name as vanilla's
CachedUserNameToIdResolver does: a player on the server, then one seen
since the start (in memory; vanilla also keeps usercache.json), then
the services' profiles/getByName endpoint through the discovery
document. A name with no account is "That player does not exist", with
vanilla's "Couldn't find profile with name" warning. Offline servers
keep the offline profiles.
horizon-server does the same while the server is stopped (op,
whitelist add, and the players init writes), and removes entries by
the name already on the list. `init --offline` (or HORIZON_ONLINE=false)
sets online-mode off; init's note now warns about offline servers only.
The online-mode harness adds a sixth login: `whitelist add` for the
player who joined earlier needs no lookup and lets them in, and an
unknown name is looked up and refused, on vanilla's server and on
Horizon's (43 checks).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One page embedded in the binary (crates/horizon-server/panel: HTML, CSS and JS, no framework or CDN): status,
live TPS, MSPT, RAM and CPU graphs over the last 10 minutes, players with op and kick, the console, and
backups with restore, plus restart and stop.
It listens on [panel] bind, 127.0.0.1:8130 by default; a tailnet address reaches it from the owner's
devices, and any other address is refused unless allow_public is set. `horizon-server panel` prints a
one-time login link (10 minutes) that becomes an HttpOnly, SameSite=Strict session cookie. The Host header
must name the panel, every POST needs X-Horizon: 1, failed logins are rate-limited, and the page is served
with a strict Content-Security-Policy. The control API gains GET /api/v1/metrics and, with the token
only, POST /api/v1/panel/login.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- packaging/server/install.sh (Linux, macOS) and install.ps1 (Windows) install the latest release (or
--version) from GitHub, check the SHA-256 GitHub publishes for it, and keep releases side by side:
<dir>/current points at the one in use, so an update or a rollback is one link, and the game files
prepared from the owner's Minecraft stay in <dir>/game-files across updates.
- packaging/server/Dockerfile builds the server and the engine; the prepared game files are mounted
read-only, and the first start writes server.toml from HORIZON_EULA, HORIZON_WORLD, HORIZON_SEED,
HORIZON_PORT, HORIZON_WHITELIST, HORIZON_PLAYERS and HORIZON_OP (`init` reads them too).
- `horizon-server service install|uninstall|print` writes and loads a systemd unit (user, or --system),
a launchd agent, or a Windows task at logon. It runs the installer's launcher, so updates apply on
the next restart.
- Releases build horizon-server and ship it beside horizon-ctl and horizon-prepare; PLAY.txt says how
to run a server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`backup [NAME]` zips the world and the settings into backups/; on a running server it turns saving
off, flushes, zips and turns saving back on, so the game stays up. `restore BACKUP` puts a backup's
world in place and keeps the current one in backups/replaced-<time>/; a running server restarts with
it. `[backups] every = "6h"`, `keep = 12` in server.toml back up on a schedule and prune the
automatic backups only. The control API gains GET/POST /api/v1/backups and POST /api/v1/restore.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The supervisor serves a small HTTP API on 127.0.0.1 (a token in .horizon/api.json, mode 0600, and a
Host check): status, logs, console commands, stop and restart. `start` runs the server in the
background and returns once the game is up; `restart` and `cmd` wait for it too. A sampler reads the
game's tick rate, tick times, players and chunks every second over the existing control endpoint
(`--control-socket`), and RAM and CPU from the system.
The dedicated loop now records its tick times in the game clock, so `/tick query` reports real
numbers on a dedicated server, as it does in single player. The changes to game/dedicated.rs are
additive: the log capture for command replies, the tick counter and the control requests
(game/dedicated/status.rs).
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>