Commit Graph

5 Commits

Author SHA1 Message Date
Ludovic Marie 6acf7fb6ab server_player_targets harness: end each step by the server's clock
Each step waited a fixed 2.5 s. When the machine is loaded the vanilla server stalls for longer than that (CI on
#1571 and #1585: after Bob's trip to the Nether, vanilla's `tp Bob 4.5 -60 0.5` from the console ran a step late),
so its packets were filed under the next step and the transcripts differed although both servers sent the same.

A step now ends once the server has done its work:
- the console's own `time query gametime` comes back, so the step's console commands have run (the console runs
  its queue in order);
- LocatorBarClient's new `sync NAME` runs `time query gametime` as that player and waits for the reply (not
  recorded), so that player's commands have run and every packet sent before the reply is recorded;
- the server's game time has advanced STEP_TICKS (40) more ticks, then each player sends its position reminder
  and syncs once more.

game_time() moves out of settle() in test_dedicated_server_parity.py so both use it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 05:46:22 +01:00
Ludovic Marie 3960c09159 tools: one copy of the helpers harnesses share, in lab.py
free_port (7 copies), offline_uuid (4), varint and parse_varint (3 and 2),
dbits (6), fbits (4) and settled (2) move into lab.py; every caller uses
lab's. The other server harnesses keep importing free_port from
test_dedicated_server_parity, which now takes lab's. Imports the moved
code left unused go too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 15:20:06 +02:00
Ludovic Marie cc84150f6c A player leaving a level loses its waypoints there
ServerWaypointManager.removePlayer disconnects every waypoint the player
was receiving: a player who goes to another level gets an untrack for each
player it tracked in the one it left. Horizon's per-level managers tick
with the players in their own level only, so the untrack had no connection
to go to and the player kept the old level's markers.

Each level's manager now also gets the connections of the players in the
other levels, for these untracks.

The player-targets and dimension-players harnesses compare the waypoints
as each step leaves them (the last packet for each waypoint): arriving in a
level, vanilla sends the same waypoint up to three times within the step,
and the packet by packet order is test_locator_bar_parity's. Both pass:
123 and 40 lines identical.

Part of #843

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 01:57:27 +02:00
Ludovic Marie 369179f331 The locator bar has one waypoint manager per level
Vanilla keeps a ServerWaypointManager per level: a player in another level
is neither a transmitter nor a receiver there. Horizon passed every player
to one manager whatever their dimension, so a player who went to the
Nether stayed tracked at their Nether coordinates by the players left in
the Overworld (`track Bob block 0 100 0`), and nothing was re-tracked when
they came back.

Each level now has its own manager, ticked with the players in that level:
a player changing level leaves the old one (untracked for everyone there,
as ServerLevel.removePlayerImmediately) and joins the new one
(addDuringTeleport). The player-targets and dimension-players harnesses
now compare the waypoints too, instead of leaving them out.

Fixes #843

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 01:57:27 +02:00
Ludovic Marie 54bae6131b feat(server): commands act on other players (names, UUIDs, @a/@p/@r/@s)
EntitySelector.findPlayers and EntityArgument's player targets on a
hosted world or dedicated server: every guest other than the one in place
is Target::Guest, found by name, UUID or selector, and what a command does
to them (give, gamemode, tp, kill, effect give/clear, data) runs with
their state swapped in, their own messages going to their chat. The
console, operators and command blocks can all target them; execute
as/at reads their position, rotation and eye height; a teleport into
another level (execute in, the console's Overworld, a destination in
another level) moves them there.

as_guest splits into enter_guest/leave_guest so that guest turns nest,
and a guest's commands run with the hub back in self.lan (queued per
packet), so they reach the other players (and /kick works for ops).
Item and advancement names and player names in feedback take vanilla's
component shape; /kill on a guest sends vanilla's death message.

Harness: tools/test_server_player_targets_parity.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 10:39:02 +02:00