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.
The HUD's text takes '|' and the character after it as one escape (draw_string.c, parse_unicode_string), so a map's message ending in '|' had its drawing read past the terminator. sv_say leaves '|' out of what it shows.
Custom Edition maps' scripts call these Halo PC functions (lookout_classic
and the Halo Kart maps show players messages with sv_say), which did
nothing here. sv_say now shows the message in each player's HUD, and
sv_end_game ends the game on the host, as its time running out does.
They go at the end of the function table, so Xbox maps, which call
functions by their place in it, are unaffected; Custom Edition maps call
them by name (custom_edition_scripts.c).
sv_end_game adapted from ChupathingyCE (4e89e01f), by MrMilenko.
coldsnap_20th_xl's scripts start an object_name global as none, which
this compiler refused ("none: this is not a valid object name."), so on
a Custom Edition map the scripts using it were dropped. none is now no
object: the object_name type's own default, which every lookup takes.
Adapted from ChupathingyCE (92342517), by MrMilenko.
The co-op host's console command bringto teleports every other player
beside the host's player, or beside one who already came when there is
no room there, and says how many came. A client is told it is the host's
command.
Found reviewing the Xbox and Custom Edition map loaders before servers
let clients download maps:
- the Custom Edition sound converter sized a resampled buffer from a
stream's own rate, which could wrap the 32-bit size and overflow the
heap; every frame buffer is now bounded
- script constants not parsed again must be of their own type, and the
pass-through forms' arguments of the type they are returned as, as the
compiler emits them; a cache's script source is no longer recompiled
- model index buffer data may not lie in a tag's bytes, parts' own
geometry blocks are emptied, and a lightmap buffer of no vertices is
dropped
- Custom Edition models have their local nodes made before any is
verified, and a resource sound's header must lie in the map's tag data
- bitmap pixel ranges are checked with the size the game reads, and HUD
message spans past their text are cut
Co-op lets a script's wait for every player in a volume pass on one player, so the Maw's lift left with whoever stepped in first and the rest could never follow: it only goes up. When a script waits on volume_test_objects_all of the players (the condition of a sleep_until) and one player is inside, the others are now brought beside that player first. A test of the volume in an if or a not moves no one (hs_runtime_waiting_on_call).
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)
What the followers of player0 do (teleport, suspend, get out, board) is a
function each in coop_scripts.c, so every engine hook is one call. The
cutscene skip reverts only in a local game or on a co-op host, written as
two plain branches; a non-co-op network host no longer reverts alone.
The scripts check game_safe_to_save before some cutscenes (the Maw's
bridge). The game's test fails while any enemy sees any player, so with
players spread out a fight elsewhere held up the cutscene a player had
reached. For the scripts in co-op, one player alive, on the ground and
unseen is enough; checkpoints keep the game's own test.
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:
- volume_test_objects_all on the players waited for every player in the
volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
second was left out of what they did: Pelican loads (a30's pickups,
insertions), getting out, cutscene teleports and freezes, starting
profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
shaft door) wasn't active on clients: the cluster the scripts force
active (object_pvs_activate) now rides in the presentation's spare
bytes, and what the host's camera films is sent to clients as often as
what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
players, leaving them in the failure cutscene for good. It now reverts
like the cutscene skip does; everyone dying still respawns at the last
checkpoint. The scripts' game_revert reverts the same way.
The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.
Recover transparent geometry submit (+1,285 meaningful code, zero exact losses); reconcile COMMON ownership and Q10 85+EXT1 credit, actions/main data, and separately disclosed denominator corrections. Preserve canonical-only repairs and all held research. C09 is ordinary disclosed cleanup, not a claim of proven scaffolding intent. Clean rebuild, 1,663 tests, parks, audits, provider links and independent EXT1 check pass. Local reconciliation only.
Import only independently reviewed production changes. Preserve canonical physics and virtual-keyboard repairs; keep B3 and all unresolved holds out.
Record exactly four approved canary debits (6987 meaningful bytes), six Halo admissions and two revocations. Keep vendor ioinit/storage work separate. Full build, 8252-row sweep, 1318 tests, park/admission/fake audits and 621-object binding pass within approved debit bounds.
Do not publish donor research dumps or private assets. README and unrelated user research remain untouched. See frontier_publication_reconciliation_20260927.md for complete evidence limits and accounting.
Independently gate storage + K, OQ-4 P-a/P-b1, four static-local packets and comment-only disclosures. Preserve all 7641 exact owner rows, 71 valid parks and 1161 passing tests; code/data credit unchanged. G and game_engine admission remain held because current canonical loses populate_statistic_buffer. Existing collision static-local repair is not duplicated. No donor tree, held candidate, scorer or private asset imported.
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>
Zero credit; every packet was independently adversarially reviewed (22/22 approved).
- critic_3: 72 renames of placeholder/invented static function names across 20
objects to first-party names. Each rename has Sept-2001 linker-map alignment
(cachebeta xbe / retail cache exe, several also Aug-2001), relocation-masked
body identity and matching callers; cachebeta publics show every row was a
January static. hs's radiosity_hack_{start,save,find_point}_evaluate pairing
is proven by the Sept .rdata hs_function_definition pointers; players'
create_weapon also matches HCEX.pdb. Objects: ai_debug (reviewer-amended: a
dead stub removed, its comment re-attached), transport_endpoint_winsock,
transport_endpoint_set_winsock (+ parked.json key renames), profile,
progress_bar, network_connection, saved_game_files, rasterizer_xbox_profile,
xbox_sound_cache, game_engine_king, players, hs, hs_runtime, main, decals,
rasterizer_lights, rasterizer_xbox_dynavobgeom,
rasterizer_xbox_environment_fog, rasterizer_xbox_hardware_bitmaps,
render_cameras.
- hs_compile: whitespace_characters, eol_characters and hs_type_primitive_parsers
are external (cachebeta publics, HCEX DataIsGlobal); hs_compile_finish is
static with a TU-local prototype (no public; HCEX static function).
- bink_playback: bink_playback_idle -> bink_playback_update__internal
(first-party). The bink_decompress_audio_frame rename is NOT landed: it needs
an added call whose position is unattested, the same class canonical held for
hardware_geometry in 4d1ebf17.
Gate (full ninja, objdiff 3.3.1): objects 383, code 1,577,237, data 2,586,915
(all unchanged); stable diff 0 regressions; parks 83/0/0; admission 11/0/2/0;
fake scan 26; pytest 1161 passed; diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- rasterizer_xbox_hardware_geometry (admission): the no-op MoveResourceMemory
wrapper pair is spelled D3DVertexBuffer_MoveResourceMemory, as the first-party
2001-09-25 linker maps (atlas 6455066470 / 7eacac85) name it with January's
exact spacing. This settles the round-1 owner pick A vs B without a ruling. The
six hand-written placeholder stubs become their XDK names, 13 wrapper rows go
static, and the call's argument/position are disclosed as byte-inert and
unattested.
- actors (new code): _actor_input_update (2384) and _actors_spawn_from_unit (672)
exact in the complete /Od named-local shape and declaration order; parks
retired.
- hs_runtime: _render_debug_trigger_volumes (1088) exact in the /Od helper form,
with the reviewer-amended /Od declaration order (matrix first; escape-law block
for center/ray/result); park retired. 12 typecast converters are static per
cachebeta publics (provider link FAIL(12) -> PASS). The object stays blocked by
the retired begin_random tie.
Gate (full ninja, objdiff 3.3.1): Halo objects 381 -> 384; stable diff +3 strict /
4,144 padded, 0 regressions; parks 83/0/0; admission 9/0/2/0; fake scan 26;
pytest 1159 passed; diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Merge verified source, data and owner corrections from 4e84c212. Resolve overlapping HS/path symbols against canonical, retain the dynavobgeom ownership rejection, document Layer 2/P7 source-shape decisions, and preserve held research. Verified 14 exact functions, 17 new Halo objects, zero regressions under objdiff 3.3.1.
- rasterizer_xbox_dynavobgeom (admission, reviewer-amended): genuine shared
declarations replace the caller-local debug-options, window and pixel-shader
views; /Od-attested vector_from_points3d/dot_product3d calls and HCEX locals
in the unlit draw; the HCEX function-static `warned` latch; MAX() for the
/Od ?: store; nine D3DINLINE wrappers static per cachebeta; rejection retired.
- damage (reviewer B+): _object_damage_body exact (1360); four statics per
cachebeta; park retired. The AOE header-helper form (patch A) stays held.
- players: January-static storage (3 rows) plus the COMMON tentative
definitions of players_globals/team_data (January linker_common records).
- hs: 839 January-static storage flags and the /Od-attested static helper
hs_enumerate_scenario_data replacing 11 hand expansions (reviewer-amended;
the real_random_range cleanup stays held with the P1 class).
- hs_scenario_definitions: first-party static byte_swap_script_syntax_data.
- player_profile (HCEX profile_color_table) and main (/Od main_exit shape):
reviewed zero-credit packets; three parks re-baselined.
Gate (full ninja, objdiff 3.3.1): Halo objects 377 -> 378; stable diff +1
strict / 1,360 padded, 0 regressions; parks 86/0/0; admission 11/0/3/0; fake
scan 26; pytest 1157 passed; diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lane D refresh packet 3: HS, effects and structures, +6,896 padded bytes
strict exact (9 functions), zero stable-verdict regressions.
- hs_compile.c: _hs_add_script exact as a goto-free single-exit function.
The worker's discarded hs_function_get call in hs_compile_postprocess
(fuzzy only; the debug build shows a dead local, not a bare call) is not
landed.
- hs_runtime.c: _hs_global_reconcile_read/_write exact. The debug build
repeats the external/internal index test inside the external arm; it is
written with this file's own if/else index idiom instead of the worker's
invented macro name.
- contrails.c: _contrail_add_points exact (contrail_scale_value helper,
corrected indentation).
- particle_systems.c: _particle_system_new_particle_jet, _render and
_update_particle_default exact. The debug build attests the one-field
variables walk (RTC size 4), the render if-block scope and the two-argument
local_random_range call.
- structures.c: _structure_get_planar_fog exact (real scale_vector3d helper;
flags/screen assigned in both arms per the debug build).
- structure_visibility.c: _portal_hull_from_points exact, single exit, real
plane3d_distance_to_point helper. The unused BSP local stays a local
(debug build) rather than a bare call.
- New COMDATs (_scale_vector3d, _local_random_range,
_plane3d_distance_to_point) are byte-identical to January's single folded
copies (all-inlined admission class).
- parked.json: unpark the four newly exact parked functions.
Gate: ninja PASS, parks 140 active / 0 stale / 0 invalid, admission 0
contradicted / 0 revoked, fake scan 0 leads, castcheck clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Integrate verified source and data progress; exclude unproven COMMON ownership, held UB/asm forms, and address-named data credit. Stable sweep: 23 exact functions gained, zero lost.
Integrate six accepted exact functions, two whole-object admissions, evidence-backed zero-credit source corrections, owner-header cleanup, and curated campaign records. Preserve zero regressions and exclude generated scratch archives from canonical history.