Opus voice chat (port/third_party/opus 1.5.2, port/linux/src/voice_audio.c, port/linux/game/network_voice.c), relayed by the host, in the lobby too. The host decides in Server Setup > Teamplay Options: lobby voice (on by default), the game's mode (off, team near, anyone near, team, team and enemies near: the default), the near distance, and the quality, 8 to 64 kbps (24). Each player picks push to talk (V), open mic or off, the voices' volume, and the output and input devices in Settings > Audio, and mutes others from the scoreboard's menu. A speaker icon marks who talks in the lobby, on the scoreboard and in a list in game. The host takes a machine's frames only with the key it gave it over its stream, within the quality's size, 50 a second and 8 talkers at once, and sends voices only to machines that asked for them, so the network version stays.
Any player of a network game can start a vote to kick another, on any team, by picking their name on the scoreboard (right-click while it is open frees the mouse) or with the console's votekick; the host's own scoreboard also has Kick and Ban (Ban picked twice). The host alone counts (port/linux/game/network_votekick.c): votes only from each voter's stream, one per real address and again per hardware id (which only removes votes), time played on the host before starting (network.votekick_minutes) and voting, more than half of everyone with the target counted and at least two, one vote at a time with cooldowns for a failed vote's starter and target, and a passed vote keeps the player out for network.votekick_ban_minutes. Builds without it drop the new messages, so the network version stays.
Our version of #147. With audio.loose_sounds (off by default), each of a map's sounds that has a Halo PC sound tag file of its name in the data root's tags folder plays from it (port/linux/game/loose_sounds.c); loose_sounds_reload and loose_sounds at the console read them again or give the map's back. The files' samples are made the Xbox ADPCM this build plays through the Custom Edition converter, so no channel pools change and stock maps play as before. The override is written into the map's definition in place, keeping the counters the game updates; a change stops every sound and flushes the sound cache first, and old samples are freed once no cache block holds them. A split sound's length is its chain's.
The sound cache is HALO_PORT_SOUND_CACHE_SIZE: 16 MB on desktop, the Xbox's 4 MB on Android, with the debug view's buffer sized to match.
#173's PC vehicle set is a new vehicle set value the host sends with the
gametype, and every machine places the map's vehicles by it: a client of
version 23 would place none of a set it does not know while the host places
them all.
#154 keeps blocks of a Custom Edition map that version 22 cut to the Xbox
tools' limits (scenario vehicles, animations, seats), so a host and a client
of the two versions would place different objects on such a map; #155's map
version check also only guards clients that have it.
A client joining a game on a map it does not have (a Custom Edition map
not in custom_maps, or one of the game's own not in maps) now leaves with
an error naming the map and where to copy it, instead of the damaged disc
error. It also says when the map cannot run there or the host names a
Custom Edition map as other versions do. The port's error texts wrap to
their dialog, in the smaller font when they would not fit.
Network version 22: hosts now name Custom Edition maps custom_maps\<name>,
which older clients cannot load or explain; they are told to update.
A plasma bolt is drawn by its light volume, a widget, and both pools were
still the Xbox's: 64 widgets and 256 light volumes. Every assault rifle
holds a light volume for its flashlight beam from when it is made, held or
dropped. In network co-op the rifles left lying about are kept as garbage
in proportion to the players, and garbage that any player can see is never
collected, so a large game fills the widget pool and keeps it full; a client
that joins a game in progress makes all the rifles at once and takes every
slot. From then on widgets_new finds the pool full and skips the widget, so
every bolt flies and hits unseen.
- widgets 64 -> 2048 (HALO_PORT_MAXIMUM_WIDGETS)
- light volumes 256 -> 2048 (HALO_PORT_MAXIMUM_LIGHT_VOLUMES); with only the
widgets grown, the light volumes run out next
At 128 players a game can hold about 1,000: the rifles in hand, the ones on
the ground (garbage collection starts at 400 and keeps those in view) and the
bolts and needles in the air. The CPU part of the game state grows by 38,144
bytes, to 18,242,828 (2,466,548 free). As with any pool size, saved games of
earlier builds no longer load.
Each (players), (vehicle_riders ...) and the like makes an object list,
and a tick's lists are freed only after all its scripts have run. The
Xbox's 48 lists were too few for coldsnap_20th_xl, whose scripts test
(players) in dozens of places each tick (49 lists in a tick with one
player, 69 once a fighter-bomber's destruction ran): the game halted
("object list header index #65535 is unused or changed") as soon as its
scripts loaded.
The native builds now have 1024 lists and 8192 listed objects (the
Xbox's 48 and 128) in their game state, and a list that cannot be made
is an empty one rather than a halt. Lists are the scripts' own and never
reach the network. A campaign checkpoint saved by an earlier build does
not load in this one (the game state's allocation check refuses it, as
with each change of these pools).
Reported by ugoboom.
(cherry picked from commit 288afc20077e972e531856cc1eb14a8ce02e1bd4)
display.anti_aliasing, off by default: "fxaa" or "smaa" (a pass over the
3D view before the HUD and menus; SMAA vendored from port/third_party/smaa,
MIT), "ssaa2x" (the screen's targets at twice the resolution, at most the
GPU's largest target) and "msaa2x" to "msaa8x". Multisampled framebuffers
have every attachment multisampled, so the mirror's view with the back
buffer's depth buffer is too, and a target's texture and renderbuffer stay
coherent. The setting is read again between frames. Android has FXAA for
SMAA and no supersampling.
Based on #38 and #39 by Tyberious.
display.per_pixel_lighting (off by default) lights the models for each
pixel by the same ambient, distant and point lights the model lighting
programs (9, 10, 17 and 27) sum for each vertex. The normal and position
are found in each program's instructions and the program is checked to
light as the pixel shader does; the lights come in a small uniform of
their own, and a shader that fails falls back to per-vertex lighting.
Based on #48 by Tyberious.
display.shadow_resolution (128 by default, as on the Xbox; 256, 512 or
1024) draws the two shadow maps larger. The blur's taps move to half a
texel of the larger map and two passes more for each doubling widen it
to the Xbox's tent, so the shadows keep their softness.
Based on #47 by Tyberious.
Fixups for #99 and #112: the version raised for the object message's
shader permutation, NETCODE.md brought up to date, a networked glass
break's sound placed where it broke, a frame scratch pool that runs out
logged once, and the new comments marked as the port's.
Fixups for #102, #103 and #105-#107: the version raised for the glass,
scenery, cutscene cluster and revert messages, NETCODE.md brought up to
date, co-op's followers' object lists freed as soon as they are used, and
extra enemies that find no free ground placed on the rings they used before
rather than left out (at 32x a quarter of them were), with the places found
taken not tried again for the rest of the squad, and the way to a place
looked along level.
configure.py hardcoded the NDK's linux-x86_64 toolchain folder, so the
Android build could not find the NDK on a Mac. Pick the host's folder
(darwin-x86_64, windows-x86_64 or linux-x86_64), or the only one the NDK
has.
On a case-insensitive file system, the game's <StdDef.h> shim found itself
again through its own <stddef.h> inclusion and recursed. Use include_next,
as the port's other header shims do.
The Xbox game state (0x345000 bytes at 0x80061000) ends exactly where the
map-linked tag cache begins and has 948 bytes free, so a 128-player
session cannot even allocate its player datums. The native builds now
place a 16 MB game state (CPU 0xFC0000, GPU 0x40000) at 0x81A00000, above
the tag cache and below everything the Xbox memory window hands out
top-down, and grow the pools that scale with the number of players:
- objects: 2048 -> 8192 headers, 1 MB -> 8 MB pool; the garbage limits
keep January's proportions (5/10/20 % of the pool, 2.5/5/10 % of the
headers, 75/50/30 active garbage objects per 16 players)
- cluster partition reference lists 2048 -> 8192 (collideable and
noncollideable objects, lights); a full list drops objects out of
rendering, collision and sphere queries
- effects 256 -> 2048, effect locations 512 -> 4096
- particles 1024 -> 8192 (render_particles' visible list, filled without
a bound check, follows), particle systems 64 -> 256, their particles
512 -> 4096
- contrails 256 -> 1024, contrail points 1024 -> 8192
(MAXIMUM_CONTRAIL_POINTS stays the pool size for the same reason)
- lights 896 -> 4096, object looping sounds 1024 -> 4096
- cached object render states and rendered objects 256 -> 1024
- script object-list references 128 -> 1024, objects one explosion can
damage 64 -> 256
The values live in port/linux/include/halo_port_capacity.h, included by
halo_port_limits.h. With 128 player datums the CPU part holds 14,256,908
bytes (2,258,164 free). Saved games and cores grow to 16 MB. Every change
is under HALO_LINUX; the MSVC objects are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Xbox game allows 16 players on 4 machines (4 split screen players
each). The native builds raise both limits to 128, keeping 4 players per
machine, and leave the byte-matching build unchanged: every change is
under HALO_LINUX (the MSVC objects compare identical).
- Limits: every local copy of the player and machine limits, and the
bare 4s and 16s that stood for them, follow halo_port_limits.h. The
player data array, the machine-to-player table (and its reset) and the
per-tick update arrays grow with them.
- Records: the copies of struct network_game agree on the larger layout
and check it against halo_port_limits.h; maximum_player_count becomes
a byte (128 does not fit a signed char); network_player_is_valid
checks the machine against the machine limit, not the split screen
one; a machine's input carries MAXIMUM_LOCAL_PLAYERS actions (16/4
would have become 128/128).
- Protocol: a message holds at most 4095 bytes (its header has a 12-bit
length), so the 13 KB game settings record is sent in 3.5 KB pieces
that clients reassemble; the per-tick update of 128 players (3,857
bytes) fits. Buffers and the packet codec's limits grow to match, and
the game search uses protocol version 2 so these builds and the Xbox
game never see each other's games.
- Connections: the host accepts a client connection per machine (the
split screen count stood in for it), FD_SETSIZE is 256, stream writes
send all of a message or drop a peer that stops reading instead of
corrupting the stream, and the input and update queues are larger.
- Host: lobby changes are sent at most every 250 ms instead of on every
change (a full lobby would otherwise send ~650 MB), in-game joins wait
in a queue instead of being dropped, the random name and colour
pickers stop looping forever once names or colours run out, machines
get 60 s to load a map, and the debug dump lists only the slots in
use (128 empty slots took seconds to log).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
halo_port_limits.h (force-included by the Linux and Windows prefix
headers) defines the native builds' multiplayer limits, 128 players on up
to 128 machines, and the struct network_game layout that follows from
them. Game sources use it only under HALO_LINUX, so the matching build
keeps the Xbox limits (16 players, 4 machines).
xnet.c gains two settings: HALO_NET_ADDRESS binds the game's sockets to
one local address and reports it as the machine's system link address,
so several instances can share one computer on different loopback
addresses; HALO_NET_BROADCAST sends the game's broadcasts to a list of
addresses instead, for machines broadcasts do not reach.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>