LAUNCHER_PATHS and launcher.yml's push paths now list horizon-bench,
horizon-friends, horizon-mods and horizon-port-pack too, the launcher's
path packages per cargo metadata. A change there (like the horizon-mods
dependency that left launcher/Cargo.lock stale) then builds and releases
the launcher instead of going unnoticed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-port-pack now depends on horizon-mods (1f1d5a5a), which the
launcher's own lock file didn't have, so every --locked build of the launcher
failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On Windows the launcher links another launcher's client jar with a hard link
(a copy across volumes) and its libraries and assets with a junction, since
symlinks need developer mode. canonicalize() of a hard link is its own path,
so the sources tests, which compared canonical paths, failed on Windows and
blocked every launcher release since launcher-v0.4.0. They now check that the
linked jar is the launcher's file (a byte written through one shows in the
other), which holds for a symlink and a hard link alike.
The modpack profile test compares paths as paths rather than strings ending
in "a/carry".
mklink /J's paths are always quoted: Rust only quotes arguments with spaces,
and cmd reads an unquoted & or ^ in a user folder as its own syntax.
CI runs every launcher test target, not just the library's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PlayerAdvancements.flushDirty only works when it is the first packet or
progress changed. Horizon walked the whole advancement tree for every
network player every tick to find nothing new: a fifth of the server
tick with 50 players.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Interpolated animated sprites (`"interpolate": true`) mix two frames into
every mip level with `f32::round`. Baseline x86-64 has no rounding
instruction (it needs SSE4.1), so each byte was a call into libm's roundf:
7.8 to 8.5% of the render thread's samples on a Kaby Lake laptop.
Round with a truncation and an exact fraction test instead. The result
is bit-identical to `f32::round` for every value the blend can produce,
checked over all frame byte pairs at 144 blend times.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PlayerList.tick broadcasts UPDATE_LATENCY once ++sendAllPlayerInfoIn > 600;
the hub sent it every 100 ticks. The extra updates landed in the
dedicated_server harness's respawn window and failed it at random.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port CachedUserNameToIdResolver to the dedicated server, in place of the
in-memory name cache: usercache.json in the universe folder is loaded at
startup (bad entries skipped, a bad date warned about), players are added
when they join and kept for a month, and the file keeps the 1000 most
recently used, newest first, as Gson writes it.
The console's op, deop, ban, pardon and whitelist find players by name
through it, in any case. A name it doesn't hold is asked of the profile
service (profiles::find_by_name) on offline servers too, as vanilla does;
one the service doesn't know is the offline player of the lower-case name
on an offline server, and "That player does not exist" on an online one.
tools/test_user_cache_parity.py runs vanilla's server and Horizon's with a
mock profile service and compares the replies, the names looked up and the
files; the dedicated-server harness now compares usercache.json too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With oracle/facts.json, a mod the oracle did not load (a library it
needs is missing) lost every block: none of its ids were in the facts.
It now keeps the guesses from its blockstates, as without an oracle.
ATM10: Regions Unexplored (TerraBlender is CurseForge-only) gets its
805 blocks back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At render distance 32 the section arena holds about 1.5 GB of vertices
(2.1 GB of GPU memory in all while flying). Vulkan drivers fail an
allocation once video memory is full instead of paging like OpenGL
drivers, and wgpu's default error handler turns that into a panic: a
4 GB laptop GPU that also drives the desktop crashed a few seconds into
an RD32 world.
Arena pages are now created inside an out-of-memory error scope. A page
that doesn't fit in video memory is created mappable, which the
allocator places in host-visible system memory, so the terrain still
draws (more slowly) as OpenGL drivers do. A page that can't grow keeps
its contents and a smaller new page is tried; with no memory left at
all, the section is skipped rather than the game ending.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Vanilla skips a resource with an invalid path, a data file that does not
parse, one at a time; Horizon's content loader refuses the whole mod
set. carry now keeps them in outside/ with the reason (report
`unreadable`): upper-case paths, JSON that does not parse, shared
tags with "replace": true. A byte-order mark is dropped.
ATM10's 42 carried mods: 19 such files in 7 mods (Mekanism Tools'
ry_UA lang, CTOV's empty tag, Towns and Towers' replacing tags, broken
template pools, recipes and a lang file), and the 42 load as carried.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
lan/chunks.rs: keep the per-section encode cache and the cached
heightmaps, applied to the level's section range from #668. Heightmaps
use client_heightmaps_in with the level's min_y and height, and
set_dimension drops cached heightmaps. The light layers go over the
level's sections and drop sky light where the level has none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port 26.3's ServerWaypointManager for the players of a served world: each
player who receives waypoints gets ClientboundTrackedWaypointPacket for
every other player who transmits one, as a block (in view), a chunk (one
chunk out) or an azimuth (really far), with the update thresholds,
breaking rules and team colours vanilla uses. Crouching, invisibility and
a carved pumpkin or mob head hide a player; spectators see everyone and
are seen by no one; the locator_bar game rule turns it all off and on.
tools/test_locator_bar_parity.py runs vanilla's server and Horizon's with
two vanilla-codec players and compares every waypoint packet each receives.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AvatarRenderer.getArmPose gives THROW_TRIDENT to the hand using a
trident: HumanoidModel lifts that arm over the head (xRot * 0.5 - pi)
and leaves the other arm's pose alone (affectsOffhandPose). Horizon
used the plain item pose, so the held trident, drawn with its throwing
model, pointed down through the body. An aggressive drowned raises its
trident the same way (DrownedRenderer), and zombie arms leave that arm
alone (AnimationUtils.animateZombieArms).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FloatGoal's constructor lets the navigation float, so Mob.jumpInLiquid
adds 0.04F a tick; Horizon set that flag only for a few species, and
every other FloatGoal user (pigs, cows, wolves, cats, horses, witches,
illagers...) got the non-floater 0.3 and bounced out of the water.
Register it from the goal (and from the constructors that set it:
allay, armadillo, camel, goat, parrot, wither), and add 0.04 as the
float vanilla adds.
Mobs that drop back into water now splash (Entity.doWaterSplashEffect
from updateFluidInteraction, skipped on the first tick), with their
swim splash sound. The new mob_ai deep_water scenarios also caught:
horses register addBehaviourGoals last (none for the skeleton horse, no
mount panic for the zombie horse), RandomStandGoal waits the horse
ambient interval (400 for every AbstractHorse), and the cat's sit-on-
block goal draws its delay only for tame cats once the last ran out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>