ServerResourcePackConfigurationTask: after the tags, the configuration phase
sends the pack (id from the URL when none is given, hash, required, prompt)
and waits for a final answer, with keepalives every 15 s. A declined required
pack disconnects with multiplayer.requiredTexturePrompt.disconnect, in
configuration or in play, with vanilla's log lines.
tools/test_server_resource_pack_parity.py drives a vanilla 26.3 server and
Horizon's with the same five players (declines, accepts then declines in
play, fails the download, answers after 20 s, declines an optional pack) and
compares what each one receives.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
.github/release-line.txt = 0.2: the release train's next runs publish v0.2.0 (a beta, as always)
and launcher@0.2.0 at once, "the first release of 0.2" (docs/versioning.md). Merge it only after
the bridges (the last dated game release, made stable, and launcher-v0.17.0) are out: the go-day
steps are in docs/versioning.md.
Also, because they say 0.2 is out: the site's FAQ explains the numbers, Install says an old launcher
updates twice, hosting.md gives the one command for a server that says it is up to date, and the
launcher's Cargo.toml says 0.2.0 so builds from source (packages) are on the 0.2 line.
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>
Chat session updates with their profile key checked against the services'
keys, signed chat and the message chain, last-seen acknowledgements, the
signature cache, signed say/me/msg, enforce-secure-profile, and vanilla's
log lines. Offline servers and players without a chat session chat
unsigned, as on vanilla. tools/test_secure_chat_parity.py compares both
servers with test keys and a mock services server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Online mode checks accounts since v2026.10.17.07; until #589, players added
before they join get offline UUIDs, with a workaround. Portals follow a
lone player since v2026.10.17.09. Copied game files need v2026.10.17.07 or
newer. Section 10 links the 2026-10-17 benchmark and says plainly that 25
moving players are too many for now. Links to other docs are absolute, so
they work both on GitHub and on the site.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What works on main today (install, game files, first run, server.toml, the commands, the web panel,
backups, services, Docker built by hand) and, plainly, what doesn't yet: offline mode only, no
published image, no secure chat or locator bar, the open PRs that are coming. The site renders the
guide into /server at build time, so it has one source. The CSP hashes now cover every page's inline
script, so the privacy page's theme script is allowed too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>