Commit Graph
131 Commits
Author SHA1 Message Date
MrBruh f97b33391b Voice chat
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.
2026-10-09 14:20:57 +13:00
MrBruh 3b20ef879a Votes to kick
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.
2026-10-09 10:07:51 +13:00
TwistedFlog 6b1d81c7b1 Custom Edition Map Discrepancy Fixes
Fixed: Weapons whose trigger had flag "analog rate of fire" now read how far the trigger is pulled: fully for mouse/keyboard, the actual pressure for a controller trigger. Before they never fired.
source/input/input_abstraction.c
source/input/input_abstraction.h
source/game/player_control.c

Fixed: Weapon spawn orientation on Custom Edition maps. Multiplayer weapons and items now spawn facing the way the map places them, as in Halo PC.
source/game/game_engine.c

Added: PC vehicle set. There's a new PC option in the vehicle set list, between Gun Turrets and Custom. A team set to PC gets every vehicle the map places, as in Halo PC. On Custom Edition maps that means every placement whose spawn flags name the gametype.
port/assets/menus/ce/strings.xml
port/linux/game/menu_functions.c
source/game/game_engine.h
source/game/game_engine.c

Added: Start LAN, internet and split screen games alone. A game with one machine and one player can now start. Pressing start alone begins the countdown, others can join while the game is in progress, and the lobby no longer says it's waiting for another machine or player.
source/networking/network_server_manager.c
source/interface/ui_widget_game_data_input_functions.c
2026-10-07 17:45:15 -06:00
xshxdex98 9d309f8d75 Refuse a Custom Edition map of another version than the host's
A client joining a game on a Custom Edition map checked only that it had a
file of that name. With another version of the map (an older release, a
re-edit), its tags are not the host's: the objects, weapons and vehicles the
host sends are other things there, and the game desyncs or crashes.

The host now sends its map file's header checksum as the game record's map
version, which the Xbox game always left 0, and a client whose copy has
another checksum leaves with an error saying so and where to copy the
host's. The record's layout is unchanged: a host that sends 0 (an older
one, or the game's own maps, whose builds of other regions play together)
is not checked, and older clients ignore the field.
2026-10-07 13:13:29 -05:00
MrBruh 4e8ed2f196 Tell a joining player which map they are missing
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.
2026-10-07 23:56:33 +13:00
MrBruh 54abd34493 Third hardening round 2026-10-07 13:20:54 +13:00
MrBruh 76addf661f Second hardening round 2026-10-07 00:01:28 +13:00
MrBruh 62fa7e13ef Co-op player collisions option 2026-10-06 17:03:38 +13:00
MrBruh 761210d405 Harden map and network input 2026-10-06 13:26:43 +13:00
MrBruh fa85aa53f5 Kick command; co-op friendly fire on by default 2026-10-05 22:51:05 +13:00
MrBruh 8be9a038a1 Co-op friendly fire setting 2026-10-05 22:40:34 +13:00
MrBruh 783b591a6a Co-op defaults to 16 players and private 2026-10-05 22:27:36 +13:00
xshxdex98 606109551d Co-op: friendly reticles, skipped cutscenes' sound, the end of a level, tutorial prompts
- AI units' teams go with their states, so friendlies aren't red on
  clients' reticles.
- A skipped cutscene's music and dialogue stop on the clients.
- Winning a level returns every machine to the lobby with the next level
  set up, instead of leaving them on its last screen.
- Help text carries whether the host shows it, so no prompt is dropped.
2026-10-05 00:46:51 -05:00
xshxdex98 8194c5a00b Online co-op: play the campaign together over LAN and the internet
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.
2026-10-05 00:31:30 -05:00
MrBruh 7e00135d31 Fix menu crash with no network client 2026-10-05 12:59:15 +13:00
MrBruhandClaude Opus 5.5 d578f88bd0 Validate server browser names as player names
The server browser cleans each game's name as a host cleans the names
of the players and machines that join it, and leaves out a game whose
name has nothing left that names it. A host lists a Latin letter with
a mark as its plain letter, as player names are read.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 20:53:00 +13:00
MrBruh c04765d7f4 Server browser of public internet games 2026-10-04 13:34:23 +13:00
MrBruh 601a4c1f50 Unload the menu map before a client's next game 2026-10-04 09:51:47 +13:00
MrBruh 133d6a5dc1 Free quit players' slots 2026-10-04 09:07:47 +13:00
MrBruh c9ee319ab5 Add the PC menus 2026-10-04 01:56:45 +13:00
MrBruh fd3d62f960 Keep player names bannable 2026-10-02 22:12:16 +13:00
MrBruh 8fb1647e18 Fix weapon swap crash and log spam 2026-10-01 16:20:28 +13:00
MrBruh 083eef0c42 Validate player and machine names 2026-10-01 13:45:46 +13:00
MrBruh c5fcfbd46a Kick speed hacks and add bans 2026-10-01 13:12:54 +13:00
MrBruh 71ae1f47bc Fix seventh netcode review 2026-10-01 12:03:52 +13:00
MrBruh e233e1c1bb Fix fifth netcode review 2026-10-01 09:12:07 +13:00
MrBruh 671cc9ed91 Fix fourth netcode review 2026-10-01 06:23:16 +13:00
MrBruh 4f3ce00a8e Fix third netcode review 2026-10-01 04:57:51 +13:00
MrBruh 0d548798e5 Fix second netcode review 2026-10-01 03:54:02 +13:00
MrBruh aad8719ffc Fix client flags in the second game 2026-10-01 02:37:43 +13:00
MrBruh e7d1ed3a67 Harden and fix the netcode 2026-10-01 01:22:46 +13:00
MrBruh a3ed50c56d Remove the lockstep netcode 2026-09-30 22:12:05 +13:00
MrBruh 4adc3a87a5 Remove matching tooling and HALO_LINUX ifdefs 2026-09-30 21:49:46 +13:00
MrBruh a17d89c6f1 Merge bnunu/halo-1 main 2026-09-30 18:13:05 +13:00
MrBruh 30709dbf0f Fix late joiners missing players and crashing 2026-09-30 13:53:49 +13:00
MrBruh 2ff6516f02 Fix joining games in progress 2026-09-30 03:29:38 +13:00
MrBruh 84ed39e257 Fix crosshair sprite crash and client update spam 2026-09-30 01:00:43 +13:00
Jonas Volman f3aadeab98 Reconcile five Halo functions and approved declaration batches
Integrate coherent B3, P2/K17 prerequisites, completed K1-K16 + S, and the independent profile/effects rulings. Five gains and two explicitly approved B3 debits: net +3 strict functions, +2770 meaningful/+2800 padded bytes (+2774 progress credit). No additional losses; Halo objects 394 to 396 and data unchanged.

Clean rebuild, identical 8252-row stable sweep, 68 valid parks, admission/provider checks, 467-unit warning comparison, unchanged fake scan, and 1318 tests passed. Preserve canonical helper recoveries and unrelated work. Full evidence and disclosures in docs/object_matching_logs/astra_five_function_reconciliation_20260928.md.
2026-09-28 23:17:10 -07:00
MrBruh 21714ac086 Name single-player machines after their player 2026-09-29 16:10:02 +13:00
MrBruh 5c867dc46e Fix teams and player slots for mid-match joins 2026-09-29 15:49:22 +13:00
MrBruh c0c86bda26 Allow joining games in progress 2026-09-29 13:53:13 +13:00
MrBruh 087c1f5685 Improve netcode, add network versions 2026-09-29 11:32:57 +13:00
MrBruh 8fcfe9e653 Finish distributed netcode 2026-09-29 00:27:28 +13:00
MrBruh 391e83b11f Add distributed netcode 2026-09-28 22:27:37 +13:00
MrBruh 1bcd57afe4 Merge branch 'bnunu:main' into main 2026-09-28 14:46:17 +13:00
Jonas Volman 709bfc3a3c Reconcile approved frontier ownership and admission packets
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.
2026-09-27 17:12:48 -07:00
Jonas Volman 59757f4263 Reconcile approved type ownership, static locals and source disclosures
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.
2026-09-27 05:17:27 -07:00
MrBruh 755f610025 Fix 128-player multiplayer issues 2026-09-27 18:17:24 +13:00
Jonas VolmanandClaude Opus 5.5 5d93d24e87 Networking: keep a host of 128 machines responsive
Found by running a 128-machine session with tools/system_link_bots.py:

- The listen backlog was 32 connections, so machines joining at once were
  refused; it is now the machine limit.
- Socket buffers are at least 1 MB. A host's connection to a machine must
  hold every update the machine has not acknowledged, up to 128 ticks of
  3.9 KB with 128 players; a full buffer blocked the host for the write
  timeout. The host's connection to its own client must also hold all it
  sends in one frame.
- Each machine that finished loading logged a line for every machine
  still loading, 8,000 lines as 128 machines load; it now logs a count.
- Removing a machine dumped the whole server state to the log; when many
  machines left at once the host wrote dumps for minutes.
- Machines that had loaded heard nothing while the others loaded, and a
  client drops a connection that is silent for 15 seconds, less than the
  60 seconds the host waits for slow machines. The host now sends its
  pregame keep-alive every 5 seconds while machines load; a client in game
  ignores it.

All under HALO_LINUX; the MSVC build is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 10:18:07 -07:00
Jonas VolmanandClaude Opus 5.5 db207ea1a4 Networking: 128 players on up to 128 machines in the native builds
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>
2026-09-26 10:18:07 -07:00