Compile and validate original exporter bundles during release builds, cache development compilation, and reuse initialized JVMs and collision data during preparation. Keep legacy preparers compatible while current releases need only a Java runtime.
Co-Authored-By: Codex <noreply@openai.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>
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 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>
release.yml builds horizon-ctl beside the client (checked for system-only
imports like it), packaging/package.sh copies it from beside the client binary
and refuses to package without it (the macOS folders made by hand go through
the same script), and package_native_client.py adds it to private archives.
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>
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 control socket reports itself unavailable on Windows, which has no
Unix domain sockets, and horizon-ctl uses the same stream type. A release
workflow builds the Windows client by hand; packaging/package.sh assembles
the binary, the resource preparation tool and PLAY.txt, without any of
Minecraft's files.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>