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Stefan MaierandClaude Opus 5.5 3aad697ebe VR multiview: a driver self-test, views turned apart drawn one by one, driver variables
On the Steam Frame the eyes drawn at once did not fuse (each alone sharp)
while drawn one by one they did; the corrections agree with the projection
and fuse on the Quest, so the Frame's GL driver (Mesa zink on Turnip) is
the suspect: a right eye given the left one's correction shows there, where
the eyes' views are wider and unlike each other.
- d3d8_gl.c: when the layers are first made, a point drawn into two 2x1
  layers by rows picked with gl_ViewID_OVR, as the game's vertex programs
  pick them, and read back; failed, the eyes are drawn one by one
  (logcat "multiview: self-test passed/FAILED")
- vr.c: a frame whose eyes' views are turned apart (more than 0.05
  degrees, which one camera cannot serve) draws the eyes one by one; the
  views' angle and each eye's edges go to the log as they change
- debug.gl_environment: "NAME=value ..." set before the driver starts
  (TU_DEBUG=nomultipos, ZINK_DEBUG=nobgc, MESA_SHADER_CACHE_DISABLE=true)
SteamVR still draws the eyes one by one unless debug.multiview_steamvr.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 23:09:42 +02:00
1390 changed files with 13477 additions and 294571 deletions

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-4
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@@ -1,4 +0,0 @@
# Files that a Linux shell runs directly must keep LF line endings in a
# Windows checkout (core.autocrlf): a CRLF shebang line does not start.
*.sh text eol=lf
port/android/gradlew text eol=lf
-38
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@@ -1,38 +0,0 @@
name: Problem report
description: Something does not work as it should
body:
- type: markdown
attributes:
value: |
Thanks for reporting! Please do **not** ask for, link to or attach game files or disc images; such issues are closed and deleted.
- type: dropdown
id: headset
attributes:
label: Headset
options:
- Meta Quest 3
- Meta Quest 3S
- Steam Frame
- Other
validations:
required: true
- type: input
id: build
attributes:
label: Build number
description: The release you installed, e.g. "build 180".
validations:
required: true
- type: textarea
id: what
attributes:
label: What happened
description: What you did, what you expected and what happened instead.
validations:
required: true
- type: textarea
id: log
attributes:
label: Log
description: |
Attach `debug.txt`. Quest: `Android/data/io.github.cesarus85.ringfall/files/debug.txt` (SideQuest's file manager). Steam Frame: `Documents/RingfallMjolnirVR/debug.txt`, and `logcat.txt` and `install.log` beside it.
-5
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@@ -1,5 +0,0 @@
blank_issues_enabled: true
contact_links:
- name: How to install
url: https://github.com/Cesarus85/mjolnir-vr#install-on-meta-quest-3--3s
about: Step-by-step installation for the Quest 3 / 3S and the Steam Frame.
+25 -311
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@@ -1,41 +1,29 @@
name: Build
# Debug and release builds of the native ports (Linux, Windows, Android) and
# the web port for every pushed commit, uploaded as artifacts.
# tools/ci_build.py does each build; see it for the options.
# Debug and release builds of the native ports (Linux, Windows, Android) for
# every pushed commit, uploaded as artifacts. tools/ci_build.py does each
# build; see it for the options.
#
# Kept cheap:
# - one job per platform builds both configurations, so its set-up (tools,
# downloads, caches) is paid once;
# - compiles go through ccache, whose cache carries over from run to run, so
# a commit only recompiles what it changed; downloads (SDL, musl, Gradle,
# the Linux build's system root) are cached too;
# a commit only recompiles what it changed; downloads (SDL, musl, Gradle)
# are cached too;
# - a newer push to the same branch cancels a run still going;
# - pushes that only change documentation do not build;
# - Windows, whose minutes cost twice Linux's, builds only Windows;
# - Mjolnir VR builds only Android (the VR app): the Linux and
# Windows jobs are kept, off (if: false), so that upstream's changes to
# them still merge;
# - artifacts are kept for three days.
#
# A successful build of main is also published as a GitHub release, the
# newest marked latest, so that
# https://github.com/<repository>/releases/latest/download/<file> always
# gives the latest build; the last five are kept. Its web build is then the
# site on GitHub Pages (https://halocombatevolved.com/, port/web/README.md).
# gives the latest build; the last five are kept.
on:
# (Mjolnir VR: main only; its branches are tried on the headsets
# from local builds)
push:
branches: [main]
paths-ignore:
- "**.md"
workflow_dispatch:
inputs:
profile:
description: "Also build the profiling flavour (configure.py --profile) on Linux"
type: boolean
default: false
concurrency:
group: build-${{ github.ref }}
@@ -52,14 +40,8 @@ env:
jobs:
linux:
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# Arch Linux has what the build needs as packages: clang 22 (for the
# profile-guided optimisation in pgo/), and CMake, pkg-config and
# wayland-scanner for the SDL 3 that the portable build brings. The build
# links against Debian 11's 32-bit glibc (tools/linux_sysroot.py), not
# Arch's, so that it starts on SteamOS and older distributions; Arch's
# 32-bit glibc is for the tests.
# profile-guided optimisation in pgo/) and 32-bit SDL 3.
runs-on: ubuntu-24.04
container: archlinux:latest
timeout-minutes: 40
@@ -68,7 +50,7 @@ jobs:
run: |
printf '\n[multilib]\nInclude = /etc/pacman.d/mirrorlist\n' >> /etc/pacman.conf
pacman -Syu --noconfirm --needed git zstd python python-pytest ninja ccache \
clang lld gcc lib32-glibc lib32-gcc-libs cmake pkgconf wayland
clang lld gcc lib32-glibc lib32-gcc-libs lib32-sdl3
- uses: actions/checkout@v4
@@ -78,29 +60,14 @@ jobs:
key: ccache-linux-${{ github.sha }}
restore-keys: ccache-linux-
# the system root and SDL's source, which the build downloads
- uses: actions/cache@v4
with:
path: build/linux/third_party
key: linux-third-party-${{ hashFiles('tools/linux_sysroot.py') }}
- name: Debug
run: python tools/ci_build.py linux debug
# (the profiling build, configure.py --profile, which no other step
# compiles: only when a run started by hand asks for it, as it costs a
# build of its own)
- name: Profile
if: github.event_name == 'workflow_dispatch' && inputs.profile
run: python tools/ci_build.py linux profile
- name: Release
run: python tools/ci_build.py linux release
- name: Test
run: |
python -m pytest -q tools/test_linux_port.py tools/test_android_asm_convert.py tools/test_android_mirror_uploads.py tools/test_android_ce_texture_cache.py tools/test_host_watch_hash.py tools/test_touch_menu.py tools/harness tools/test_profile.py tools/stagekit/tests tools/test_net_compare.py
python tools/test_light_storage.py
run: python -m pytest -q tools/test_linux_port.py
- name: Compile cache
run: ccache --show-stats
@@ -125,15 +92,10 @@ jobs:
- name: Install the toolchain
run: |
mkdir -p "$RUNNER_TEMP/tools"
# (each download checked against the hash it had when it was pinned)
curl -fsSL -o ninja.zip https://github.com/ninja-build/ninja/releases/download/v1.12.1/ninja-linux.zip
curl -fsSL -o ccache.tar.xz https://github.com/ccache/ccache/releases/download/v4.10.2/ccache-4.10.2-linux-x86_64.tar.xz
sha256sum -c - <<'EOF'
6f98805688d19672bd699fbbfa2c2cf0fc054ac3df1f0e6a47664d963d530255 ninja.zip
80cab87bd510eca796467aee8e663c398239e0df1c4800a0b5dff11dca0b4f18 ccache.tar.xz
EOF
unzip -q ninja.zip -d "$RUNNER_TEMP/tools" && rm ninja.zip
tar -xJf ccache.tar.xz -C "$RUNNER_TEMP/tools" --strip-components=1 ccache-4.10.2-linux-x86_64/ccache && rm ccache.tar.xz
curl -fsSL https://github.com/ccache/ccache/releases/download/v4.10.2/ccache-4.10.2-linux-x86_64.tar.xz \
| tar -xJ -C "$RUNNER_TEMP/tools" --strip-components=1 ccache-4.10.2-linux-x86_64/ccache
echo "$RUNNER_TEMP/tools" >> "$GITHUB_PATH"
- uses: actions/checkout@v4
@@ -148,7 +110,7 @@ jobs:
- uses: actions/cache@v4
with:
path: build/android/third_party
key: android-third-party-${{ hashFiles('tools/android_build.py', 'port/android/patches/**') }}
key: android-third-party-${{ hashFiles('tools/android_build.py') }}
- uses: actions/cache@v4
with:
@@ -183,10 +145,6 @@ jobs:
HALO_ANDROID_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
run: python3 tools/ci_build.py android release
# the touch controls' layout and gyroscope maths (the runner's JDK)
- name: Test the touch layout
run: python3 tools/test_touch_layout.py
- name: Compile cache
run: ccache --show-stats
@@ -203,8 +161,6 @@ jobs:
retention-days: 3
windows:
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# The runner image has LLVM, Python and Visual Studio's x86 libraries and
# Windows SDK.
runs-on: windows-2025
@@ -217,11 +173,8 @@ jobs:
shell: pwsh
run: |
Invoke-WebRequest -OutFile ninja.zip https://github.com/ninja-build/ninja/releases/download/v1.12.1/ninja-win.zip
Invoke-WebRequest -OutFile ccache.zip https://github.com/ccache/ccache/releases/download/v4.10.2/ccache-4.10.2-windows-x86_64.zip
# (each download checked against the hash it had when it was pinned)
if ((Get-FileHash ninja.zip -Algorithm SHA256).Hash -ne "F550FEC705B6D6FF58F2DB3C374C2277A37691678D6ABA463ADCBB129108467A") { throw "ninja.zip: unexpected SHA-256" }
if ((Get-FileHash ccache.zip -Algorithm SHA256).Hash -ne "6252F081876A9A9F700FAE13A5AEC5D0D486B28261D7F1F72AC11C7AD9DF4DA9") { throw "ccache.zip: unexpected SHA-256" }
Expand-Archive ninja.zip -DestinationPath "$env:RUNNER_TEMP\tools"
Invoke-WebRequest -OutFile ccache.zip https://github.com/ccache/ccache/releases/download/v4.10.2/ccache-4.10.2-windows-x86_64.zip
Expand-Archive ccache.zip -DestinationPath $env:RUNNER_TEMP
Copy-Item "$env:RUNNER_TEMP\ccache-4.10.2-windows-x86_64\ccache.exe" "$env:RUNNER_TEMP\tools"
Remove-Item ninja.zip, ccache.zip
@@ -247,9 +200,6 @@ jobs:
- name: Release
run: python tools/ci_build.py windows release
- name: Test light storage
run: python tools/test_light_storage.py
- name: Compile cache
run: ccache --show-stats
@@ -265,105 +215,12 @@ jobs:
path: dist/halo-windows-release
retention-days: 3
# the PDBs, for crash reports' backtraces (tools/ci_build.py)
- uses: actions/upload-artifact@v4
with:
name: halo-windows-debug-symbols
path: dist/halo-windows-debug-symbols
retention-days: 3
- uses: actions/upload-artifact@v4
with:
name: halo-windows-release-symbols
path: dist/halo-windows-release-symbols
retention-days: 3
web:
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# Emscripten (emsdk, the version below, cached) builds the web port's
# site (port/web/README.md); the tests check its graph, the page's
# importer and service worker, its sockets, that it starts in a
# headless Chromium (with no game data, as far as the menus' map), and
# that two browsers join a room through a local MQTT broker.
runs-on: ubuntu-24.04
timeout-minutes: 40
env:
EMSDK_VERSION: 6.0.10
steps:
- uses: actions/checkout@v4
- uses: actions/cache@v4
with:
path: ~/emsdk
key: emsdk-${{ env.EMSDK_VERSION }}-${{ hashFiles('port/web/halo_sdl3.py') }}
- name: Install the toolchain
run: |
if [ ! -x ~/emsdk/upstream/emscripten/emcc ]; then
rm -rf ~/emsdk
git clone --depth 1 https://github.com/emscripten-core/emsdk.git ~/emsdk
~/emsdk/emsdk install "$EMSDK_VERSION"
fi
~/emsdk/emsdk activate "$EMSDK_VERSION"
sudo apt-get update -q
sudo apt-get install -y -q ninja-build ccache python3-pytest mosquitto
- uses: actions/cache@v4
with:
path: .ccache
key: ccache-web-${{ github.sha }}
restore-keys: ccache-web-
- name: Debug
run: |
source ~/emsdk/emsdk_env.sh
python3 tools/ci_build.py web debug
- name: Release
run: |
source ~/emsdk/emsdk_env.sh
python3 tools/ci_build.py web release
- name: Test
run: |
source ~/emsdk/emsdk_env.sh
node --test "port/web/tests/*.test.js"
python3 -m pytest -q tools/test_web_build.py
- name: Test in Chromium and Firefox
run: |
npm install --no-save --prefix "$RUNNER_TEMP/playwright" playwright@1.58
"$RUNNER_TEMP/playwright/node_modules/.bin/playwright" install --with-deps chromium firefox
NODE_PATH="$RUNNER_TEMP/playwright/node_modules" node port/web/tests/smoke.mjs dist/halo-web-release
NODE_PATH="$RUNNER_TEMP/playwright/node_modules" node port/web/tests/rooms.mjs dist/halo-web-release
# (the native builds' WebRTC, port/linux/src/p2p_webrtc.c, with both)
NODE_PATH="$RUNNER_TEMP/playwright/node_modules" node port/web/tests/webrtc_native.mjs chromium firefox
- name: Compile cache
run: ccache --show-stats
- uses: actions/upload-artifact@v4
with:
name: halo-web-debug
path: dist/halo-web-debug
include-hidden-files: true
retention-days: 3
- uses: actions/upload-artifact@v4
with:
name: halo-web-release
path: dist/halo-web-release
include-hidden-files: true
retention-days: 3
release:
# The eight builds (and the Windows builds' PDBs) as a release, tagged
# build-<run number> and marked latest
# The six builds as a release, tagged build-<run number> and marked latest
# (every file keeps its name from release to release, for the README's
# latest/download links); then all but the newest five build-* releases
# go, tags and all. Only for main, and only when every platform built.
needs: [android]
needs: [linux, android, windows]
if: ${{ github.ref == 'refs/heads/main' }}
runs-on: ubuntu-24.04
timeout-minutes: 15
@@ -375,12 +232,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
GH_REPO: ${{ github.repository }}
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: |
port/android
tools
- uses: actions/download-artifact@v4
with:
pattern: halo-*
@@ -389,26 +240,10 @@ jobs:
- name: Package
run: |
mkdir release
# (Mjolnir VR publishes its Android builds only, under
# its own name: Updater.java looks for them; the desktop ports are
# built to keep them building)
for config in debug release; do
(cd "artifacts/halo-android-$config" &&
zip -qr "$GITHUB_WORKSPACE/release/mjolnir-vr-android-$config.zip" .)
for build in artifacts/*/; do
name="$(basename "$build")"
(cd "$build" && zip -qr "$GITHUB_WORKSPACE/release/$name.zip" .)
done
# the Steam Frame's installer (port/android/STEAM_FRAME.md): its
# bundle with the release APK, and the desktop file that fetches it
python3 tools/steam_frame_bundle.py artifacts/halo-android-release/app-release.apk release "$GH_REPO"
# the APK itself, for sideloading on the Quest (SideQuest, adb)
cp artifacts/halo-android-release/app-release.apk release/MjolnirVR.apk
# the same under the names before "Mjolnir VR" (Ringfall: Mjolnir
# VR, builds 302 to 313): their updaters (Updater.java, the Frame's
# launcher) and the links already shared ask for them
cp release/mjolnir-vr-android-debug.zip release/ringfall-mjolnir-vr-android-debug.zip
cp release/mjolnir-vr-android-release.zip release/ringfall-mjolnir-vr-android-release.zip
cp release/mjolnir-vr-steam-frame.zip release/ringfall-mjolnir-vr-steam-frame.zip
cp release/Install-Mjolnir-VR.desktop release/Install-Ringfall-Mjolnir-VR.desktop
cp release/MjolnirVR.apk release/RingfallMjolnirVR.apk
ls -l release
- name: Publish
@@ -420,50 +255,12 @@ jobs:
run: |
tag="build-$GITHUB_RUN_NUMBER"
subject="$(printf '%s' "${MESSAGE:-manual run}" | head -n 1)"
readme="$GITHUB_SERVER_URL/$GITHUB_REPOSITORY"
{
printf '%s\n\n' "$subject"
printf '**Mjolnir VR** is an unofficial VR mod for Halo: Combat Evolved. It needs a disc image of your own, purchased Xbox copy of the game; no game files are included.\n\n'
printf '| Headset | Download | How to install |\n| --- | --- | --- |\n'
printf '| Meta Quest 3 / 3S | `MjolnirVR.apk` | [Install on Quest](%s#install-on-meta-quest-3--3s) |\n' "$readme"
printf '| Steam Frame | `Install-Mjolnir-VR.desktop` (open it in Desktop Mode) | [Install on Steam Frame](%s#install-on-steam-frame) |\n\n' "$readme"
printf 'The other files are for the built-in updater and the Steam Frame installer (those named `ringfall-…` / `Ringfall…`: the same, for the builds before the name Mjolnir VR).\n\n'
printf 'Commit: %s\nBuild: %s\n' "$COMMIT_URL" "$RUN_URL"
} > notes.md
gh release create "$tag" release/* --target "$GITHUB_SHA" --latest \
--title "Mjolnir VR, build $GITHUB_RUN_NUMBER (${GITHUB_SHA:0:7})" --notes-file notes.md
printf '%s\n\nCommit: %s\nBuild: %s\n\nThe release builds are for playing; the debug builds stop at the first failed assertion and log it.\n' \
"$subject" "$COMMIT_URL" "$RUN_URL" > notes.md
gh release create "$tag" release/*.zip --target "$GITHUB_SHA" --latest \
--title "Build $GITHUB_RUN_NUMBER (${GITHUB_SHA:0:7})" --notes-file notes.md
echo "tag=$tag" >> "$GITHUB_OUTPUT"
# The Windows builds' executables and PDBs to Sentry, which turns the
# crash reports of these builds (port/windows/src/win32_crash.c) into
# backtraces with function names and lines. Needs the SENTRY_AUTH_TOKEN
# secret: an organization auth token of the Sentry organization, which
# names the organization and its region itself. The SENTRY_PROJECT
# variable can name the project (its slug), else the id in the DSN of
# win32_crash.c; SENTRY_ORG and SENTRY_URL (https://de.sentry.io) are
# for a personal token instead. A failed upload does not stop the
# release.
- name: Upload Windows symbols to Sentry
continue-on-error: true
env:
SENTRY_AUTH_TOKEN: ${{ secrets.SENTRY_AUTH_TOKEN }}
SENTRY_PROJECT: ${{ vars.SENTRY_PROJECT || '4512207917744208' }}
ORG: ${{ vars.SENTRY_ORG }}
URL: ${{ vars.SENTRY_URL }}
SENTRY_CLI_VERSION: 2.46.0
run: |
if [ -z "$SENTRY_AUTH_TOKEN" ]; then
echo "::warning::no SENTRY_AUTH_TOKEN secret: crash reports of this build will have no function names"
exit 0
fi
if [ -n "$ORG" ]; then export SENTRY_ORG="$ORG"; fi
if [ -n "$URL" ]; then export SENTRY_URL="$URL"; fi
curl -fsSL -o sentry-cli "https://github.com/getsentry/sentry-cli/releases/download/$SENTRY_CLI_VERSION/sentry-cli-Linux-x86_64"
chmod +x sentry-cli
./sentry-cli debug-files upload --wait \
artifacts/halo-windows-release artifacts/halo-windows-release-symbols \
artifacts/halo-windows-debug artifacts/halo-windows-debug-symbols
- name: Keep the last five
run: |
gh release list --limit 100 --json tagName,createdAt \
@@ -472,87 +269,12 @@ jobs:
gh release delete "$tag" --cleanup-tag --yes
done
pages:
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# The release's web build to GitHub Pages, which serves it at
# https://halocombatevolved.com/ (port/web/README.md, "Hosting"). Only
# main, only once every platform built and the release is out (the site
# and the release are one build), and a deployment is never cancelled
# halfway. The repository's Pages source must be GitHub Actions.
needs: [release]
runs-on: ubuntu-24.04
timeout-minutes: 10
permissions:
contents: write
pages: write
id-token: write
concurrency:
group: pages
cancel-in-progress: false
environment:
name: github-pages
url: ${{ steps.deploy.outputs.page_url }}
steps:
- uses: actions/download-artifact@v4
with:
name: halo-web-release
path: site
# The game's wasm, most of a build, from jsDelivr rather than GitHub
# Pages, which serves 100 GB a month: the wasm alone in a commit of the
# web-wasm branch (pushed over the last, so the repository keeps one),
# which jsDelivr serves by its hash (with CORS; GitHub's release
# downloads have none, so a page cannot fetch them), and version.json
# names that copy and its SHA-256. The site's service worker takes the
# wasm from there, checked, and from the site only when it cannot
# (port/web/site/sw.js). A failure here leaves the site serving it.
- name: The wasm on jsDelivr
continue-on-error: true
env:
GH_TOKEN: ${{ github.token }}
run: |
sha256="$(sha256sum site/halo.wasm | cut -d' ' -f1)"
mkdir wasm
cp site/halo.wasm wasm/
cd wasm
git init -q -b web-wasm
git -c user.name="github-actions[bot]" -c user.email="41898282+github-actions[bot]@users.noreply.github.com" \
add halo.wasm
git -c user.name="github-actions[bot]" -c user.email="41898282+github-actions[bot]@users.noreply.github.com" \
commit -q -m "The web build's wasm (build $GITHUB_RUN_NUMBER, $GITHUB_SHA)"
git push -q --force "https://x-access-token:${GH_TOKEN}@github.com/${GITHUB_REPOSITORY}.git" HEAD:refs/heads/web-wasm
url="https://cdn.jsdelivr.net/gh/${GITHUB_REPOSITORY}@$(git rev-parse HEAD)/halo.wasm"
# (jsDelivr fetches it now, and it must be the same file: it serves
# files of at most 20 MB from GitHub)
curl -fsSL --retry 6 --retry-delay 10 --retry-all-errors -o served.wasm "$url"
echo "$sha256 served.wasm" | sha256sum -c -
cd ..
python3 - "$url" "$sha256" <<'EOF'
import json, sys
with open("site/version.json") as file:
stamp = json.load(file)
stamp["wasm"] = {"url": sys.argv[1], "sha256": sys.argv[2]}
with open("site/version.json", "w") as file:
json.dump(stamp, file, indent=1)
EOF
echo "the wasm from $url"
- uses: actions/configure-pages@v5
- uses: actions/upload-pages-artifact@v3
with:
path: site
- id: deploy
uses: actions/deploy-pages@v4
notify:
# A Discord embed for the run, to the DISCORD_WEBHOOK secret (nothing
# without it): green when every platform built, red when one did not,
# with each platform's result, this run's release (main only), and links
# to the latest release's builds.
needs: [android, release]
needs: [linux, android, windows, release]
if: ${{ !cancelled() }}
runs-on: ubuntu-24.04
timeout-minutes: 5
@@ -563,9 +285,6 @@ jobs:
LINUX: ${{ needs.linux.result }}
ANDROID: ${{ needs.android.result }}
WINDOWS: ${{ needs.windows.result }}
WEB: ${{ needs.web.result }}
PAGES: ${{ needs.pages.result }}
SITE_URL: https://halocombatevolved.com/
RELEASE_TAG: ${{ needs.release.outputs.tag }}
SERVER: ${{ github.server_url }}
REPOSITORY: ${{ github.repository }}
@@ -588,18 +307,15 @@ jobs:
*) echo "➖ Skipped" ;;
esac
}
if [ "$ANDROID" = success ]; then
if [ "$LINUX" = success ] && [ "$ANDROID" = success ] && [ "$WINDOWS" = success ]; then
title="Build succeeded"; color=5763719
else
title="Build failed"; color=15548997
fi
latest="$SERVER/$REPOSITORY/releases/latest"
downloads="[Quest]($latest/download/mjolnir-vr-android-release.zip) · [Steam Frame]($latest/download/Install-Mjolnir-VR.desktop) ([all builds]($latest))"
downloads="[Linux]($latest/download/halo-linux-release.zip) · [Windows]($latest/download/halo-windows-release.zip) · [Android]($latest/download/halo-android-release.zip) ([all builds]($latest))"
if [ -n "$RELEASE_TAG" ]; then
release="[$RELEASE_TAG]($SERVER/$REPOSITORY/releases/tag/$RELEASE_TAG)"
if [ "$PAGES" = success ]; then
release="$release, on [the site]($SITE_URL)"
fi
else
release="None (only a successful build of main makes one)"
fi
@@ -609,7 +325,6 @@ jobs:
--arg description "[\`${SHA:0:7}\`]($COMMIT_URL) $subject — $ACTOR ($BRANCH)" \
--arg release "$release" --arg downloads "$downloads" \
--arg linux "$(status "$LINUX")" --arg windows "$(status "$WINDOWS")" --arg android "$(status "$ANDROID")" \
--arg web "$(status "$WEB")" \
--arg timestamp "$(date -u +%Y-%m-%dT%H:%M:%SZ)" \
'{embeds: [{
title: $title, url: $url, color: $color, description: $description, timestamp: $timestamp,
@@ -617,7 +332,6 @@ jobs:
{name: "Linux", value: $linux, inline: true},
{name: "Windows", value: $windows, inline: true},
{name: "Android", value: $android, inline: true},
{name: "Web", value: $web, inline: true},
{name: "Release", value: $release},
{name: "Latest release builds", value: $downloads}
]
-199
View File
@@ -1,199 +0,0 @@
name: Server image
# The dedicated server's container image (deploy/docker), made from a
# release's halo-linux-release.zip, and the Helm chart's checks
# (deploy/helm/opence-server).
#
# - After each successful Build of main (which publishes release build-<n>):
# the image of that release, checked, pushed to
# ghcr.io/opencommunityedition/opence-server as sha-<commit>, build-<n> and
# latest, and signed keyless with cosign (this workflow's GitHub identity).
# - Weekly, the latest release's image again, for Debian's fixes.
# - By hand, any release's (latest moves only for the newest).
#
# The checks (no game data in CI: it is never published): the image runs as
# 10001:10001; started on a read-only root without maps it writes its
# settings to /state, says "server: no usable maps" and exits 2; halo
# --version answers; the health check fails with nothing listening.
#
# Verify:
# cosign verify ghcr.io/opencommunityedition/opence-server:latest \
# --certificate-identity-regexp '^https://github\.com/OpenCommunityEdition/OpenCE/\.github/workflows/server-image\.yml@' \
# --certificate-oidc-issuer https://token.actions.githubusercontent.com
on:
workflow_run:
workflows: [Build]
types: [completed]
branches: [main]
schedule:
- cron: "23 5 * * 1"
workflow_dispatch:
inputs:
release:
description: "The release to build the image of: a tag (build-206) or latest"
default: latest
concurrency:
group: server-image-${{ github.event_name }}-${{ github.ref }}
cancel-in-progress: false
permissions:
contents: read
env:
IMAGE: ghcr.io/opencommunityedition/opence-server
jobs:
chart:
# (off: Mjolnir VR ships no dedicated server image)
if: ${{ false }}
runs-on: ubuntu-24.04
timeout-minutes: 10
steps:
- uses: actions/checkout@v4
with:
ref: ${{ github.event.workflow_run.head_sha || github.sha }}
- uses: azure/setup-helm@v4
- name: Lint
run: |
set -euo pipefail
chart=deploy/helm/opence-server
for values in "$chart"/ci/*-values.yaml; do
helm lint "$chart" --strict -f "$values"
helm template ci "$chart" -f "$values" > /dev/null
done
# the maps are never in the image: without game data the chart refuses to render
if helm template ci "$chart" > /dev/null 2>&1; then
echo "::error::the chart renders without gameData"; exit 1
fi
- name: Unit tests
run: |
set -euo pipefail
# (Helm 4 checks plugins' signatures, which helm-unittest does not publish)
if helm version --short | grep -q '^v3'; then verify=; else verify=--verify=false; fi
helm plugin install https://github.com/helm-unittest/helm-unittest $verify
helm unittest deploy/helm/opence-server
image:
# (off: Mjolnir VR ships no dedicated server image)
if: ${{ false }}
runs-on: ubuntu-24.04
timeout-minutes: 20
permissions:
contents: read
packages: write
# keyless signing: the workflow's OIDC token gets a short-lived Sigstore certificate
id-token: write
steps:
- uses: actions/checkout@v4
with:
ref: ${{ github.event.workflow_run.head_sha || github.sha }}
- name: Release
id: release
env:
GH_TOKEN: ${{ github.token }}
EVENT: ${{ github.event_name }}
RUN_NUMBER: ${{ github.event.workflow_run.run_number }}
WANTED: ${{ inputs.release }}
run: |
set -euo pipefail
case "$EVENT" in
workflow_run) tag="build-$RUN_NUMBER" ;;
workflow_dispatch) tag="${WANTED:-latest}" ;;
*) tag=latest ;;
esac
newest="$(gh release view --repo "$GITHUB_REPOSITORY" --json tagName -q .tagName)"
if [ "$tag" = latest ]; then
tag="$newest"
fi
commit="$(gh release view "$tag" --repo "$GITHUB_REPOSITORY" --json targetCommitish -q .targetCommitish)"
gh release download "$tag" --repo "$GITHUB_REPOSITORY" --pattern halo-linux-release.zip --dir deploy/docker
echo "tag=$tag" >> "$GITHUB_OUTPUT"
echo "commit=$commit" >> "$GITHUB_OUTPUT"
echo "newest=$([ "$tag" = "$newest" ] && echo true || echo false)" >> "$GITHUB_OUTPUT"
echo "Release $tag (commit $commit; the newest: $newest)"
- name: Build
env:
TAG: ${{ steps.release.outputs.tag }}
COMMIT: ${{ steps.release.outputs.commit }}
run: |
set -euo pipefail
docker build --pull -t opence-server:ci \
--build-arg RELEASE=halo-linux-release.zip \
--label org.opencontainers.image.source="$GITHUB_SERVER_URL/$GITHUB_REPOSITORY" \
--label org.opencontainers.image.revision="$COMMIT" \
--label org.opencontainers.image.version="$TAG" \
--label org.opencontainers.image.licenses=AGPL-3.0-or-later \
--label org.opencontainers.image.title="OpenCE dedicated server" \
deploy/docker
- name: Smoke test
run: |
set -euo pipefail
[ "$(docker image inspect -f '{{.Config.User}}' opence-server:ci)" = 10001:10001 ] \
|| { echo "::error::the image does not run as 10001:10001"; exit 1; }
docker run --rm --read-only --entrypoint /opt/opence/halo opence-server:ci --version | tee version.txt
grep -Eq '^OpenCE build-[0-9]+ \(network version [0-9]+\)$' version.txt \
|| { echo "::error::halo --version did not answer"; exit 1; }
# without maps, on a read-only root with /state the one writable folder
docker volume create smoke-state > /dev/null
status=0
timeout 60 docker run --name smoke --read-only --cap-drop ALL --security-opt no-new-privileges \
--tmpfs /tmp -v smoke-state:/state -e HALO_SERVER_WEB_PASSWORD=ci-smoke-password \
opence-server:ci > server.log 2>&1 || status=$?
cat server.log
docker rm -f smoke > /dev/null
[ "$status" = 2 ] || { echo "::error::the server without maps exited with $status, not 2"; exit 1; }
grep -qF 'server: no usable maps' server.log \
|| { echo "::error::no 'server: no usable maps' line"; exit 1; }
if grep -qF 'server: ready' server.log; then echo "::error::the server said it was ready"; exit 1; fi
docker run --rm -v smoke-state:/state --entrypoint /bin/bash opence-server:ci -c 'test -s /state/config.toml' \
|| { echo "::error::no /state/config.toml"; exit 1; }
# the health check, with nothing listening
if docker run --rm --entrypoint /opt/opence/healthz.sh opence-server:ci; then
echo "::error::the health check passed with no server"; exit 1
fi
docker volume rm smoke-state > /dev/null
- uses: docker/login-action@v3
if: github.repository == 'OpenCommunityEdition/OpenCE'
with:
registry: ghcr.io
username: ${{ github.actor }}
password: ${{ secrets.GITHUB_TOKEN }}
- uses: sigstore/cosign-installer@v3
if: github.repository == 'OpenCommunityEdition/OpenCE'
- name: Push and sign
if: github.repository == 'OpenCommunityEdition/OpenCE'
env:
TAG: ${{ steps.release.outputs.tag }}
COMMIT: ${{ steps.release.outputs.commit }}
NEWEST: ${{ steps.release.outputs.newest }}
IDENTITY: ^https://github\.com/${{ github.repository }}/\.github/workflows/server-image\.yml@
run: |
set -euo pipefail
tags=("sha-${COMMIT:0:7}" "$TAG")
if [ "$NEWEST" = true ]; then
tags+=(latest)
fi
for tag in "${tags[@]}"; do
docker tag opence-server:ci "$IMAGE:$tag"
docker push "$IMAGE:$tag"
done
ref="$(docker image inspect -f '{{index .RepoDigests 0}}' "$IMAGE:$TAG")"
test -n "$ref"
cosign sign --yes "$ref"
cosign verify "$ref" --certificate-identity-regexp "$IDENTITY" \
--certificate-oidc-issuer https://token.actions.githubusercontent.com > /dev/null
{
echo "Pushed and signed $ref as ${tags[*]}."
echo
echo "Verify: cosign verify $IMAGE:$TAG --certificate-identity-regexp '$IDENTITY' --certificate-oidc-issuer https://token.actions.githubusercontent.com"
} >> "$GITHUB_STEP_SUMMARY"
-5
View File
@@ -30,8 +30,3 @@ original/
# CI build outputs (tools/ci_build.py)
dist/
# The app signing key's local settings and keys (port/android/app/build.gradle; never commit)
port/android/signing.properties
*.jks
*.keystore
-251
View File
@@ -1,251 +0,0 @@
# Notes for agents
This repository ports the Halo: Combat Evolved decompilation (Xbox build
01.01.14.2342, `cachebeta.exe`) to Linux, Windows, Android and the web. The game's C
sources are the decompilation; the port adds a platform layer that
implements the Xbox APIs the game calls, and features the Xbox game did not
have (a new netcode, internet play, the PC version's menus, Custom Edition
maps, touch controls). The project is published as OpenCE.
Start with [README.md](README.md). The other documents are listed at the
end.
## Layout
| Path | Contents |
| --- | --- |
| `source/` | The game: 466 C files of the decompilation, compiled as they are with few changes (each marked, below) |
| `port/linux/src/` | The platform layer the three ports share: Direct3D 8 on OpenGL (`d3d8_gl.c`), DirectSound and XInput on SDL3, files, threads, memory, sockets, settings (`port_config.c`), the mods folder (`port_mods.c`), internet play (`p2p*.c`), the dedicated server's platform side (`server_*.c`: the mode, the log, the rotation's grammar, HTTP, RCON, the master servers' publisher) and the master servers' list (`master_list.c`) |
| `port/linux/game/` | The port's game-side code, compiled as the game's sources are: the distributed netcode (`network_*.c`), co-op, OpenCE's gametypes (`game_modes.c`, `infection.c`, `gun_game.c`), map sharing (`map_share*.c`), the menus (`menu_tags.c`, `menu_functions.c`), Custom Edition maps (`custom_edition_*.c`, `cache_file_formats.c`), the tag validator (`tag_validate.c`, `tag_schema_*.c`), mods (`mods.c`, `mod_*.c`), streamer mode's word filter (`text_filter*.c`), the dedicated server's director, commands, gametypes and status (`server_*.c`), touch, FOV and more |
| `port/linux/include/` | The port's headers: the limits (`halo_port_limits.h`, with `HALO_PORT_NETWORK_VERSION`), capacities (`halo_port_capacity.h`), the prefix header, `halo_linux_source_fixups.h` (port functions the game's sources call) |
| `port/include/xdk/` | Stand-ins for the Xbox SDK's headers (declarations only) |
| `port/windows/` | The Windows build's own files (`win32_*.c`, headers) |
| `port/android/` | The Android app: the guest runtime, the host library (`host/`), the Java app (`app/`), host imports (`host_imports.list`) |
| `port/web/` | The web build: its runtime (`src/`: entry, sockets inside the page, memory watch), the page and its service worker (`site/`), the SDL port, tests |
| `port/assets/` | What the builds embed or ship: high-res HUD (`hud/`), fonts, titles, menus (`menus/`), icons, network brokers and master servers, the dedicated server's web page (`server_ui/`) |
| `port/third_party/` | Vendored libraries, each with a README naming its upstream, version and checksum |
| `port/tools/` | Stand-alone tools (`cache_file_report.c`) |
| `tools/` | Build scripts (`linux_build.py`, `windows_build.py`, `android_build.py`, `web_build.py`, `ci_build.py`, `web_serve.py`), generators (`ce_menus.py`, `port_settings.py`, `hud_assets.py`, `title_assets.py`, `embed_assets.py`, `server_ui_embed.py`, `xdk_headers.py`), the dedicated server's protocol simulator and remote console (`server_sim.py`, `opence_rcon.py`), tests, and `stagekit/` (scenarios staged and instrumented on the real engine, no retail assets) |
| `docs/` | Longer design notes (`custom_edition_caches.md`, `mods.md`, `dedicated_server.md`, `master_protocol.md`) |
| `pgo/` | Profile-guided optimisation profiles |
| `deploy/` | Running a dedicated server: systemd, Docker, Pterodactyl, Helm, PufferPanel, MCSManager, example gametypes |
| `assets/` | Game data for local runs (gitignored: `maps/`, `custom_maps/`) |
| `.github/workflows/` | CI: builds every platform on each push, publishes releases from `main` |
## Building
```sh
python configure.py # debug build; add --release, --portable, --profile, --pgo=off, --lto=off
ninja linux # build/linux/halo
ninja android # the Android guest image and native libraries
ninja android_apk # the APK (Gradle)
ninja web # build/web/site (Emscripten: port/web/README.md)
ninja windows # on Windows, or on Linux after configure.py --windows-cross
python tools/ci_build.py linux release # what CI builds
```
- `configure.py` writes `build.ninja`; `configure_args` at its top records
the options it was run with. Restore them after trying other options.
- The Linux and Windows builds are 32-bit x86 with clang, in MSVC's ABI
(`-fms-extensions -fshort-wchar -malign-double -fcommon`), C89 (`gnu89`):
declarations come before statements.
- Every native build compiles without fused multiply-add and with the
vendored musl maths (`halo_math.h`), so that every machine of a network
game computes the same results. Do not call the system's maths functions.
- Android: the game is an ILP32 AArch64 guest (`arm64_32`) in a 64-bit app.
Guest code can call only the host imports declared in
`port/android/host_imports.list` and `port/android/guest/runtime/guest_host.h`,
and only the SDL functions `guest_sdl.c` bridges. Run `ninja android`
after changing anything it compiles: `port/linux/src`, `port/linux/game`,
`port/android`, `source/`, the build scripts.
- Web: the game is `wasm32` (also ILP32), run on a Web Worker; calls must
match their callee's type exactly (the link fails on a mismatch), and
WebGL 2 is ES 3.0. Run `ninja web` after changing what it compiles (as
for Android, and `port/web`). Refer to [port/web/README.md](port/web/README.md).
### Defines
| Define | Set by | Meaning |
| --- | --- | --- |
| `HALO_ANDROID` | Android | The app: its display, input, files and lifecycle |
| `HALO_GLES` | Android, web | The OpenGL ES renderer |
| `HALO_ARM64_GUEST` | Android | The guest's ABI (ILP32 AArch64) |
| `HALO_WEB` | Web | The browser: its frames, storage, sockets and WebGL 2's limits (with `HALO_GLES`, not `HALO_ANDROID`) |
| `HALO_WINDOWS` | Windows (`halo_windows_prefix.h`) | The Windows build |
| `HALO_RELEASE` | `--release` | No assertions checked |
| `HALO_PROFILE` | `--profile` | The profiling build; a normal build must be unchanged by it |
`HALO_LINUX` and `HALO_CUSTOM_EDITION` are **not** defined by any build:
code guarded by them compiles to nothing. Custom Edition support is a
setting (`game.custom_edition`), checked at run time with
`custom_edition_cache_tags_loaded()`.
## Testing
```sh
python -m pytest -q tools/harness tools/test_touch_menu.py # the engine's functions in a fake world
python -m pytest -q tools/stagekit/tests # scenarios on the real engine, no retail assets (Linux)
python -m pytest -q tools/test_linux_port.py # the build, the maps' checks (needs assets/maps)
python -m pytest -q tools/test_mods.py # mods played over a map (needs assets/maps)
python -m pytest -q tools/test_bots.py # the bots in local games (needs assets/maps)
python -m pytest -q tools/test_cache_file_formats.py tools/test_bmp_files.py tools/test_profile.py
python tools/test_touch_layout.py # the Android touch layout (JDK 17+)
python tools/test_light_storage.py
python tools/test_death_timing.py
python -m pytest -q tools/test_web_build.py # the web build's graph, sockets, menus
node --test "port/web/tests/*.test.js" # the web page's importer and service worker
node port/web/tests/webrtc_native.mjs chromium firefox # the native builds' WebRTC with browsers (Playwright)
python -m pytest -q tools/test_dedicated_server.py # the dedicated server with clients (needs assets/maps)
python -m pytest -q tools/test_server_sim.py tools/test_egg.py # the server's web page and protocol simulator, the egg
python -m pytest -q tools/test_net_compare.py # net_compare.py's judging of logs, its copies and their processes
python tools/net_compare.py --a build/linux/halo --b <other build> --data <game data> --swap
# two builds in one network game, in step (retail maps: local only)
```
`tools/harness/README.md` explains how to add an asset-free test: the code
under test is taken from the sources, not copied. `tools/stagekit/README.md`
explains how to add a scenario: the real engine, with no retail assets.
Running the game without a person at it:
- `debug.network_test` (`HALO_NETWORK_TEST=host:<map>` or `join`) hosts or
joins a game without the menus and logs each player's state every second;
several copies play on one machine on different loopback addresses
(`HALO_NET_ADDRESS`, `HALO_NET_BROADCAST`). `NETCODE.md` describes the
test settings.
- `halo --server` is a dedicated server (`docs/dedicated_server.md`), and
`halo --probe [<invite>]` prints a game's advertisement as JSON and exits;
`tools/test_dedicated_server.py` runs both with clients.
- `debug.exit_after`, `debug.hidden_window`, `debug.null_renderer`,
`debug.menu_open` (start on one menu screen), `debug.telnet_console`.
- Use a virtual display (Xvfb, with `SDL_VIDEO_DRIVER=x11`) for windowed
runs, never the desktop of the person you work for, and stop only the
processes you started.
## Rules of the project
### The game's sources
- Change `source/` as little as possible, and mark each change from the
original with a comment that starts `port:`. Write like the surrounding
code: its naming, its comment density, and the project's plain,
descriptive comment style.
- A port function the game's sources call is declared in
`halo_linux_source_fixups.h` or included with a note naming its file
(`#include "view_fov.h" /* port: port/linux/game/view_fov.c */`).
- Notes such as `BUG (original, preserved for exact matching)` mark the
original's bugs. Fixing one is allowed; say so in a `port:` comment.
### The Xbox SDK
`port/include/xdk` was written without the SDK's headers, from the January
build's debug information and public documentation. Never read the SDK's
headers or anything derived from them, never copy from them, and do not
read `xbox/include`. To add a name, follow `port/include/xdk/README.md`.
### Networking
- Raise `HALO_PORT_NETWORK_VERSION` (`port/linux/include/halo_port_limits.h`)
with any change to what the machines send each other, or to anything they
must agree on, and say why in the commit. Machines of different versions
do not play together.
- Only the host decides; clients predict their own players. Read
`port/linux/NETCODE.md` before changing the netcode.
- Internet play is the same code in every build, the web's too: a browser's
tunnel is a WebRTC data channel (`port/web/src/web_p2p.c`), which the
native builds take on their tunnel's socket (`p2p_webrtc.c`, `posix_dtls.c`).
Check a change with both (`port/web/tests/webrtc_native.mjs`, and with the
maps `port/web/tests/internet.mjs`).
- Anything another machine sends is untrusted: check sizes, indices and
rates, as the existing handlers do. `debug.network_corrupt` tests this.
### Menus
- The menus must match Halo Custom Edition's. Their XML (`port/assets/menus/ce/`)
is generated by `tools/ce_menus.py` from the PC version's tags; the
settings screens come from `tools/port_settings.py`. Do not edit the XML
by hand: change the generator and run it (the command is in
`port/assets/menus/README.md`, "Writing them again"), then check that
`git status` shows only the screens meant to change.
- Functions the menus call but the port has not wired are listed in
`port/assets/menus/UNWIRED.md`.
### Art and credit
- Replacement HUD, title and menu art is made of hand-drawn redraws.
- Prefer an existing redraw (the ui-svg-handmade set), then a new redraw. A
Custom Edition picture that cannot reasonably be redrawn (a 3D render, a
screenshot, a logo) may be used only if it is listed in
`port/assets/menus/NON_HANDDRAWN.md`.
- `AUTHORS.md` credits art only.
- Fonts: Overpass and OpenCE (Newtown, respaced) only; see
`port/assets/fonts/README.md`. Never ship the maps' commercial typefaces.
### Custom Edition maps
Custom Edition maps live in the data root's `custom_maps` folder with
`bitmaps.map`, `sounds.map` and `loc.map`; their level names are
`custom_maps\<name>`. OpenSauce features are not supported and must not be
added: a map that needs them is refused, and one that only carries
OpenSauce's header runs as stock Custom Edition runs it. Map files are
untrusted input: read them through bounds-checked readers. See
`docs/custom_edition_caches.md`.
### Settings
A setting is an entry in `port/linux/src/port_config.c`, with a default, an
environment variable and a comment that `config.toml` gets. Document it in
the settings table of `port/linux/README.md` (and the Android README for an
Android-only one). A departure from the stock game's look or behaviour
should be a setting, off or stock by default, unless the project decides
otherwise.
### Third-party code and licences
The repository is `AGPL-3.0-or-later` (`LICENSE`); the commits before the
change, and the releases built from them, stay CC0 (`LICENSES/CC0-1.0.txt`).
The README's "Licence" section says what each part is under. Vendored code
goes in `port/third_party/<name>`, copied unchanged, with a README naming
the upstream, the version or commit, the licence, the checksum and what uses
it. Its licence must let it be combined with the AGPL 3.0: MIT, BSD (without
an advertising clause), ISC, zlib, Apache 2.0, MPL 2.0, LGPL or GPL 3.0 or
later, public domain. GPL-2.0-only code and the 4-clause BSD licence cannot
be. Code taken from another project, GPL 3.0 code included, keeps its
notices and its licence, and says where it came from.
The decompilation's upstream, punpckhdq/halo, is AGPL 3.0 from 17 October
2026; bnunu/halo-1 is CC0.
### Commits and pull requests
- Commit subjects are plain sentences saying what changed; the body says
why and what was checked.
- A pull request is merged with a merge commit (`Merge pull request #N from
<owner>/<branch>`), and follow-up changes go in separate commits whose
subject ends with `(#N)`.
- A commit taken from a fork keeps its author and is made with
`git cherry-pick -x`.
## Documents
| Document | About |
| --- | --- |
| [README.md](README.md) | Downloads, game data, building, build options, profiling builds |
| [port/linux/README.md](port/linux/README.md) | The Linux build, controls, menus, every setting, updates, frame rate, field of view, system link, internet play, voice chat, the server browser, map sharing, security, map checks, how the port operates, the game source changes |
| [port/linux/NETCODE.md](port/linux/NETCODE.md) | The distributed netcode, network versions, joining a game in progress, map sharing, transport, testing |
| [port/windows/README.md](port/windows/README.md) | The Windows build, its headers, inline functions, crash reports |
| [port/android/README.md](port/android/README.md) | The Android build, the guest and host, touch controls, Android settings, finding problems |
| [port/web/README.md](port/web/README.md) | The web build, the page, the game data in the browser, limits, how it operates, hosting on GitHub Pages |
| [port/include/xdk/README.md](port/include/xdk/README.md) | How the SDK declarations were written and are checked |
| [docs/custom_edition_caches.md](docs/custom_edition_caches.md) | Loading and converting Custom Edition maps, and the evidence for each layout |
| [docs/dedicated_server.md](docs/dedicated_server.md) | The dedicated server: its command line, exit codes, commands, HTTP API, RCON, events and files |
| [docs/master_protocol.md](docs/master_protocol.md) | The master servers' protocol: publishing, the probe, the signed list |
| [docs/mods.md](docs/mods.md) | Mods: folders of Halo PC tag files whose sounds, bitmaps, text and models play over a map's on one machine |
| [port/assets/text_filter/README.md](port/assets/text_filter/README.md) | Streamer mode's words: Surge AI's list, the review, the allowed words |
| [port/assets/menus/README.md](port/assets/menus/README.md) | The menu files' format and how to write them again |
| [port/assets/menus/NON_HANDDRAWN.md](port/assets/menus/NON_HANDDRAWN.md) | Menu pictures that are not redraws |
| [port/assets/menus/UNWIRED.md](port/assets/menus/UNWIRED.md) | Menu functions that do nothing yet |
| [port/assets/fonts/README.md](port/assets/fonts/README.md) | The fonts and their licences |
| [tools/harness/README.md](tools/harness/README.md) | Asset-free regression tests |
| [tools/stagekit/README.md](tools/stagekit/README.md) | Scenarios staged and instrumented on the real engine, no retail assets |
| `port/third_party/*/README.md` | Each vendored library |
| [AUTHORS.md](AUTHORS.md) | Art credits |
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# Authors
## Art
- **The game's icon** (the Android app's launcher icon, `halo.exe`'s icon
and the desktop windows' icon): by ORION (`port/assets/icon`).
- **The controller's A, B, X and Y buttons** (the menus' button icons and
the HUD messages'): redraws by saulob (`port/assets/buttons`).
- **The high-res HUD** (its meters, icons, scopes and messages, and the
weapons' reticles): redraws by MrBruh (`port/assets/hud`), based on
reference photos by Aerocatia. The sniper rifle's zoom labels (2x, 10x)
are set in Overpass (`port/assets/fonts`).
- **The menus' mouse cursor** (the blue arrow the menus show for the
mouse): by pugzysixtyfour (`port/assets/cursor`).
## Third-party art
- **Voice chat's speaker icons** (who talks, and who is muted, in the lobby,
on the scoreboard and in the game): `volume-2` and `volume-x` from
[Lucide](https://lucide.dev) 1.53.0, copyright (c) 2026 Lucide Icons and
Contributors, under the ISC licence
(`port/assets/icons/lucide/LICENSE`).
- **The Mods menu's warning icons** (a mod out of its requested order, and
a mod that cannot be played): `triangle-alert` and `circle-x` from
[Lucide](https://lucide.dev) 1.53.0, under the same licence.
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Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
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+101 -188
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@@ -1,227 +1,140 @@
<p align="center">
<img src="port/android/steam_frame_grid/library.png" width="640" alt="Mjolnir VR">
</p>
# Halo: Combat Evolved for Linux, Windows and Android
# Mjolnir VR
[![Join our Discord](https://invidget.switchblade.xyz/9gqcHyr5km)](https://discord.gg/9gqcHyr5km)
**A VR mod for Halo: Combat Evolved** (the original Xbox game) on the
**Meta Quest 3 / 3S** and the **Steam Frame**. Play the campaign and
multiplayer in full 6DoF virtual reality, with your hands in the game.
This project is a port of the Halo: Combat Evolved decompilation to Linux,
Windows and Android. The decompilation is of the Xbox build 2342
(`cachebeta.exe`, SHA-256
`4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520`).
Mjolnir VR runs on your headset by itself, without a PC. It
brings no game files: it uses a disc image of **your own, purchased copy**
of the game.
<img width="1289" height="995" alt="The game on Linux" src="https://github.com/user-attachments/assets/0d3ad50f-f8b8-46cf-aef8-e3661da2a7d7" />
> **Unofficial fan project.** Mjolnir VR is a free,
> non-commercial fan project. It is not affiliated with, endorsed,
> sponsored or approved by Microsoft, Xbox Game Studios, Halo Studios or
> Bungie. See [Legal](#legal).
The port starts from the decompilation of [bnunu/halo-1](https://github.com/bnunu/halo-1).
That project is a fork of [punpckhdq/halo](https://github.com/punpckhdq/halo).
Until build 313 it was called *Ringfall: Mjolnir VR*. Installed builds
update to the new name by themselves, and the old links lead here.
## Download
## Contents
GitHub Actions builds the game for each commit. These links download the
builds of the latest release:
- [What you get](#what-you-get)
- [What you can play](#what-you-can-play)
- [What you need](#what-you-need)
- [Install on Meta Quest 3 / 3S](#install-on-meta-quest-3--3s)
- [Install on Steam Frame](#install-on-steam-frame)
- [Playing](#playing)
- [Problems and questions](#problems-and-questions)
- [Credits](#credits)
- [Legal](#legal)
| Platform | Release | Debug |
| --- | --- | --- |
| Linux | [halo-linux-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip) | [halo-linux-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-debug.zip) |
| Windows | [halo-windows-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-release.zip) | [halo-windows-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-debug.zip) |
| Android | [halo-android-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-release.zip) | [halo-android-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-debug.zip) |
## What you get
Use the release build to play. The debug build stops at the first failed
assertion and writes it to the log. Use the debug build to find and report
problems.
- **Full VR**: stereo 6DoF at your headset's refresh rate (72 to 120 Hz);
the HUD, menus, scope and crosshair float as layers of their own.
- **Your hands in the game**: the weapon sits in your hand and fires
where you point it; arms and fingers follow your controllers;
two-handed weapons, melee by swinging, grenades thrown with your hand,
crouching and leaning with your body.
- **Vehicles**: steer the Warthog by turning its wheel with both hands;
turrets with handles.
- **Comfort**: snap or smooth turning in fine steps, comfort vignettes,
left-handed mode, buttons remapped freely, graphics presets, refresh
rate and resolution, all in the in-game VR options (**Y**).
- **The PC version's menus**, clicked with a laser pointer, and an
on-screen keyboard for names, codes and passwords.
The game updates itself. At start-up it looks for a newer release, and asks
if you want to install it. Refer to "Updates" in
[port/linux/README.md](port/linux/README.md#updates).
## What you can play
Each build of the `main` branch that passes on all three platforms is a new
release. The [Releases](https://github.com/OpenCommunityEdition/OpenCE/releases)
page keeps the last five releases. If the latest build has a problem, get
an older build from that page.
- **The whole campaign**: all ten missions, on every difficulty, saved as
you go.
- **Co-op campaign** with friends, online or on your local network, with
settings for friendly fire and extra enemies per player.
- **LAN multiplayer** (system link) with everyone on your network.
- **Online multiplayer**, no server of your own needed: host a game and
share its join code, find public games in the server browser, or protect
a lobby with a password. Up to 128 players.
- **Bots** to fill a game, on foot, in vehicles and at turrets; they make
room when a person joins.
- **All 13 multiplayer maps** and the Xbox game's game types: Slayer,
Capture the Flag, King of the Hill, Oddball and Race.
- **Cross-play**: VR players on the Quest and the Steam Frame, together with
players of the PC and phone builds of
[OpenCE](https://github.com/OpenCommunityEdition/OpenCE).
## Game data
## What you need
The port does not include the game data. Download an Xbox disc image
(`.xiso` or `.iso`) of Halo: Combat Evolved. All versions of the game
operate. The maps of the European (PAL) version were made for a slower
console. The port changes them to play as the North American (NTSC) maps do,
so players of the two versions can play together.
- A **Meta Quest 3 / 3S** or a **Steam Frame**.
- A **disc image** (`.iso` or `.xiso`) of **Halo: Combat Evolved for the
original Xbox**, made from **a disc you own**. Any region and version
works. The game plays in the disc's language; on the European disc in
Spanish and Italian it takes your headset's language (else the first).
1. Start the game.
2. At the first start, the game asks for the disc image. Select it.
3. The game extracts the `maps/` folder. Then the game starts.
This project does not include, link to or help find game files. Please
do not ask for or share disc images in issues or discussions; such posts
are deleted.
On Linux and Windows, the game puts `maps/` next to the executable. On
Android, copy the disc image to the phone first. The app puts `maps/` in its
data folder. Refer to [port/android/README.md](port/android/README.md).
## Install on Meta Quest 3 / 3S
## Platforms
You install the game once with a computer (Windows, macOS or Linux); after
that it updates itself.
Each platform has its own instructions:
1. **Turn on Developer Mode** for your Quest, once: in the Meta Horizon
app on your phone, open your headset's settings, then *Developer
Mode* (Meta asks you to create a free developer account first).
2. **Install [SideQuest](https://sidequestvr.com/setup-howto)** (the
"Advanced Installer") on your computer and connect the Quest with a
USB cable. In the headset, allow USB debugging for this computer.
3. **Download `MjolnirVR.apk`** from the
[latest release](../../releases/latest) and drag it onto the SideQuest
window. It installs the game.
4. **Copy your disc image** to the Quest's `Download` folder: in
SideQuest, open the file manager (the folder icon), go to `Download`
and drag the `.iso` file in.
5. **In the headset**, open your *Library*, choose *Unknown Sources* and
start **Mjolnir VR**. Select **Choose disc image** and pick
your file in `Download`. The game copies what it needs (about 1.8 GB,
a minute or two) and starts.
| Platform | Instructions |
| --- | --- |
| Linux (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/linux/README.md](port/linux/README.md) |
| Windows (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/windows/README.md](port/windows/README.md) |
| Android (arm64 app, OpenGL ES 3, SDL3) | [port/android/README.md](port/android/README.md) |
You can delete the disc image from `Download` afterwards. When a new
version comes out, the game asks you at start whether to update.
The Linux README also gives the controls, the settings and the multiplayer
functions. These are almost the same on all platforms.
## Install on Steam Frame
## Multiplayer
No computer and no keyboard needed.
The game can play system link games on a local network and on the internet:
1. **Switch to Desktop Mode**: press the Steam button, then *Power* >
*Switch to Desktop*.
2. **Put your disc image** in the `Downloads` folder (for example from a
USB stick or memory card with the file manager, Dolphin).
3. **Download `Install-Mjolnir-VR.desktop`** from the
[latest release](../../releases/latest) with the web browser.
4. **Open it**: in Dolphin, open `Downloads` and double-click the file.
If you are asked whether to run it, choose to continue.
5. **Answer the dialogs.** The installer finds your disc image, copies
what the game needs, adds **Mjolnir VR** to your Steam
library and offers to switch back to Gaming Mode.
6. Start **Mjolnir VR** from your library (under *Non-Steam*).
- A system link game can have up to 128 players on up to 128 machines.
- Linux, Windows and Android machines can play in the same game.
- An invite link lets a machine join a game on the internet. No server of
this project is necessary.
- The netcode is new. Each machine moves its own player at once,
and the host makes the decisions for the game. Refer to
[port/linux/NETCODE.md](port/linux/NETCODE.md).
The game updates itself: when a new version is out, it is downloaded
while you play and used from the next start on. Your settings, saves and
game data stay. More about the Steam Frame:
[port/android/STEAM_FRAME.md](port/android/STEAM_FRAME.md).
## Build the game
## Playing
You do not need the Xbox SDK. The port supplies the SDK declarations that
the game uses. Refer to [port/include/xdk](port/include/xdk/README.md).
- **Y** opens the VR options in the main and pause menus: turning,
comfort, weapon hand, buttons, graphics, refresh rate and resolution.
*Quit the game* is on its last page.
- In the menus, point with a controller and pull the trigger to click.
- The controller layout is on the VR options' *Controller buttons* page.
- **Voice chat** in network games: hold the grip of the hand without the
weapon to talk (not while it holds the weapon or the Warthog's wheel).
The *BUTTONS* page can put push to talk on another button.
To build the game:
## Problems and questions
1. Install Python and [ninja](https://ninja-build.org/).
2. Install the tools for your platform. Refer to the README for the
platform.
3. In the root folder of the repository, enter `python configure.py`.
4. Enter `ninja` with the target for the platform:
Please open an [issue](../../issues) and include:
| Target | Result |
| --- | --- |
| `ninja linux` | `build/linux/halo` |
| `ninja windows` (on Windows) | `build/windows/halo.exe` and `SDL3.dll` |
| `ninja android_apk` | `port/android/app/build/outputs/apk/debug/app-debug.apk` |
- your headset and the build number of the release you installed;
- what you did and what happened;
- the game's log, `debug.txt`:
- Quest: `Android/data/io.github.cesarus85.ringfall/files/debug.txt`
(SideQuest's file manager);
- Steam Frame: `Documents/RingfallMjolnirVR/debug.txt` (and
`logcat.txt` and `install.log` beside it).
If you enter `ninja` without a target, ninja builds the game for the
computer that you use.
What is done and what comes next: [port/android/VR_ROADMAP.md](port/android/VR_ROADMAP.md).
`tools/ci_build.py` makes the same builds as GitHub Actions. For example,
enter `python tools/ci_build.py linux release`.
**Network use.** The game connects to the internet only for what you
use: the update check (GitHub), online games (to other players
directly), and join codes and lobby lists through public MQTT brokers
(listed in [brokers.txt](port/assets/network/brokers.txt)). There is no
telemetry.
### Build options
## Credits
Give these options to `configure.py`:
Mjolnir VR stands on the work of others:
| Option | Result |
| --- | --- |
| (none) | A debug build. A failed assertion stops the game. |
| `--release` | A release build. The game does not examine assertions, as in the retail game. |
| `--portable` | The Linux and Windows builds operate on all x86-64 processors. Use this option for builds that you give to other persons. |
| `--lto=thin`, `--lto=off` | Less link-time optimization. The link is faster. |
| `--pgo=off` | No profile-guided optimization. |
| `--pgo=train` | Records a new optimization profile. Refer to "Optimization profiles". |
- **[OpenCE](https://github.com/OpenCommunityEdition/OpenCE)** (Open
Community Edition): the port of the decompiled game to Linux, Windows
and Android, with its renderer, netcode, PC menus and multiplayer, that
this project builds on and follows.
- **The decompilation**: [bnunu/halo-1](https://github.com/bnunu/halo-1),
a fork of [punpckhdq/halo](https://github.com/punpckhdq/halo).
- **[HaloCE-Quest-VR](https://github.com/moistman42069/HaloCE-Quest-VR)**
by moistman42069 (CC0): the arm IK, the forearm's twist and the
fingers' poses are taken from it (`port/linux/game/vr_arms.c`); the
left-handed mode and the graphics presets follow its ideas.
- **[HaloCE-VR](https://github.com/astromaddie/HaloCE-VR)** by astromaddie
(CC0): the Steam Frame work, whose findings (such as quieting Mesa's
trace markers) are used here.
- **[xboxdevwiki](https://xboxdevwiki.net/XDVDFS)**: its description of
the Xbox's disc file system, which the disc image readers are written
from.
- The libraries and fonts in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
Without `--portable`, the Linux and Windows builds use all the instructions
of the processor that builds them (`-march=native`). Such a build does not
always start on a different computer.
Thank you all.
### Optimization profiles
## Building it
The builds use profiles of the game to optimize the code:
`python3 configure.py --release`, then `ninja android_apk` (Android SDK
and NDK needed). See [port/android/README.md](port/android/README.md) for
the details and [docs/OPENCE_README.md](docs/OPENCE_README.md) for the
port it is built on.
- `pgo/halo_linux.profdata` for Linux and Android.
- `pgo/halo_windows.profdata` for Windows.
## Legal
The profiles need clang 22 or later. With an older clang, the builds do not
use the profiles.
Mjolnir VR is an unofficial, free, non-commercial fan project.
It is not affiliated with, endorsed, sponsored or approved by Microsoft
Corporation, Xbox Game Studios, Halo Studios or Bungie. Halo, Halo: Combat
Evolved and Xbox are trademarks of Microsoft Corporation; they are named
here only to say which game this mod works with. Meta Quest is a trademark
of Meta Platforms, Inc.; Steam and Steam Frame are trademarks of Valve
Corporation.
To record a new profile:
No game data, art, music or other content of the game is included or
distributed. You need your own, legally purchased copy of the game. If
you enjoy this mod, please support the creators of the original by buying
their games.
1. Delete the profile.
2. Enter `python configure.py --pgo=train`.
3. Enter `ninja linux` or `ninja windows`.
### Licence
Mjolnir VR is free software: you can give it to others and change
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, version 3 of the License or (at your option)
any later version (`AGPL-3.0-or-later`), as OpenCE, which it builds on, is.
It comes with no warranty. The full text is in [LICENSE](LICENSE).
- **From build 312 on.** The AGPL applies from the commit that took in
OpenCE's change of licence (19 October 2026), and to each release built
from it or a later one. Earlier releases, and the source at every earlier
commit, were released under [CC0 1.0](LICENSES/CC0-1.0.txt) and stay
that way.
- **Hosts and servers.** If you change the game and let other persons play
with your version over a network (for example, as the host of an
internet game), the AGPL asks you to offer them the source of your
version. The game as released has its source here, and each release's
source is its tag (`build-<n>`).
- **Third-party code and fonts** keep their own licences: see
[THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
- **Halo is not covered.** The licence covers the work of this project's
and OpenCE's authors. It gives no rights in Halo, its maps or anything
else that Microsoft owns.
The build then plays the main menu and the first minute of each campaign
level. This procedure continues for approximately 15 minutes. The game
data must be in `assets/`.
-48
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@@ -1,48 +0,0 @@
# Third-party notices
Mjolnir VR is released under the GNU Affero General Public
License, version 3 or later ([LICENSE](LICENSE)); releases before build 312
were released under [CC0 1.0](LICENSES/CC0-1.0.txt). It includes or builds
on the following, under their own licenses; each license's full text is in
the file named.
## Code
| Component | Used for | License | Text |
| --- | --- | --- | --- |
| [OpenCE](https://github.com/OpenCommunityEdition/OpenCE) and the decompilation ([bnunu/halo-1](https://github.com/bnunu/halo-1), [punpckhdq/halo](https://github.com/punpckhdq/halo)) | the game's code, the port | AGPL 3.0 or later (OpenCE from 19 October 2026, punpckhdq/halo from 17 October 2026; CC0 1.0 before); bnunu/halo-1: CC0 1.0 | [LICENSE](LICENSE), [LICENSES/CC0-1.0.txt](LICENSES/CC0-1.0.txt) |
| [HaloCE-Quest-VR](https://github.com/moistman42069/HaloCE-Quest-VR) | the arm IK, forearm twist and finger poses (`port/linux/game/vr_arms.c`) | CC0 1.0 | (its repository) |
| [HaloCE-VR](https://github.com/astromaddie/HaloCE-VR) | Steam Frame findings | CC0 1.0 | (its repository) |
| [SDL 3](https://libsdl.org) | windows, input, sound | zlib | (in SDL's source, `LICENSE.txt`) |
| [Khronos OpenXR loader](https://github.com/KhronosGroup/OpenXR-SDK) | VR runtime access | Apache 2.0 | (in the loader's package) |
| [musl](https://musl.libc.org) | the C library of the game's code on Android, its maths | MIT | [port/third_party/musl-math](port/third_party/musl-math/README.md) |
| [Expat](https://libexpat.github.io) | the PC menus' definitions | MIT | [port/third_party/expat/COPYING](port/third_party/expat/COPYING) |
| [Mbed TLS](https://www.trustedfirmware.org/projects/mbed-tls/) | HTTPS for the desktop builds' updater (not in the Android app) | Apache 2.0 | [port/third_party/mbedtls/LICENSE](port/third_party/mbedtls/LICENSE) |
| [miniupnpc](https://miniupnp.tuxfamily.org) | router port forwarding for online games | BSD 3-Clause | [port/third_party/miniupnpc/LICENSE](port/third_party/miniupnpc/LICENSE) |
| [KCP](https://github.com/skywind3000/kcp) | reliable transport for online games | MIT | [port/third_party/kcp/LICENSE](port/third_party/kcp/LICENSE) |
| [Monocypher](https://monocypher.org) | signing public games' listings (Ed25519); online play's other cryptography is the port's own | CC0 1.0 or BSD 2-Clause | [port/third_party/monocypher/LICENCE.md](port/third_party/monocypher/LICENCE.md) |
| [tomlc17](https://github.com/cktan/tomlc17) | reading `config.toml` | MIT | [port/third_party/tomlc17/LICENSE](port/third_party/tomlc17/LICENSE) |
| [stb](https://github.com/nothings/stb) | drawing the game's text sharply (stb_truetype) | MIT or public domain | [port/third_party/stb/LICENSE](port/third_party/stb/LICENSE) |
| [SMAA](https://www.iryoku.com/smaa/) | anti-aliasing (flat screens; off in VR) | MIT | [port/third_party/smaa/LICENSE](port/third_party/smaa/LICENSE) |
The disc image readers (`XisoExtractor.java`, `steam_frame_xiso.py`,
`xiso.c`) are written from a description of the Xbox's disc file system
([xboxdevwiki's XDVDFS page](https://xboxdevwiki.net/XDVDFS)), not from
extract-xiso, which earlier releases followed.
## Fonts
| Font | Used for | License | Text |
| --- | --- | --- | --- |
| Overpass (Red Hat, Delve Withrington) | the game's text, the library pictures | SIL Open Font License 1.1 | [port/assets/fonts/Overpass-OFL.txt](port/assets/fonts/Overpass-OFL.txt) |
| OpenCE (after Newtown) | the menus' titles | SIL Open Font License 1.1 | [port/assets/fonts/OpenCE-OFL.txt](port/assets/fonts/OpenCE-OFL.txt) |
| Newtown (Roger White) | OpenCE's source | public domain | [port/assets/fonts/Newtown-LICENSE.txt](port/assets/fonts/Newtown-LICENSE.txt) |
See [port/assets/fonts/README.md](port/assets/fonts/README.md) for where
each font is used.
## Not included
No file of Halo: Combat Evolved (maps, sounds, art, music, fonts or
executables) is part of this repository or its releases. The game reads
them from the player's own disc image.
+9 -71
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@@ -1,7 +1,7 @@
#!/usr/bin/env python3
# root build script: writes build.ninja for the native ports (Linux, Windows,
# Android) and the web port
# Android)
import argparse
import io
@@ -12,15 +12,9 @@ from types import SimpleNamespace
from tools import ninja_syntax
from tools.android_build import android_configure_inputs, generate_android_build
from tools.linux_build import check_profile_options, generate_linux_build, linux_configure_inputs
from tools.web_build import generate_web_build, web_configure_inputs
from tools.linux_build import generate_linux_build, linux_configure_inputs
from tools.windows_build import generate_windows_build, windows_configure_inputs
def is_windows() -> bool:
return os.name == "nt"
# arguments
parser = argparse.ArgumentParser()
parser.add_argument(
@@ -37,13 +31,7 @@ parser.add_argument(
parser.add_argument(
"--release",
action="store_true",
help="release builds (Linux, Windows, Android, web): assertions are not checked",
)
parser.add_argument(
"--profile",
action="store_true",
help="profiling builds (Linux, Windows, Android): CPU scopes recorded on a "
"console command or launch setting (README, \"Profiling builds\"); not with --pgo=train",
help="release builds (Linux, Windows, Android): assertions are not checked",
)
parser.add_argument(
"--lto",
@@ -56,11 +44,7 @@ parser.add_argument(
"--portable",
action="store_true",
help="x86 builds (Linux, Windows): code for any x86-64 processor (SSE2) rather than for this "
"machine's (-march=native, the default); use it for builds that run on other computers. On Linux it also "
"builds against Debian 11's glibc 2.31 rather than this machine's, and brings its own SDL 3 (libSDL3.so.0, "
"beside the executable), so that it starts on SteamOS and older distributions: the first build downloads "
"the Debian packages and SDL's source (build/linux/third_party, tools/linux_sysroot.py), and needs CMake, "
"pkgconf and wayland-scanner, not the 32-bit SDL 3",
"machine's (-march=native, the default); use it for builds that run on other computers",
)
parser.add_argument(
"--pgo",
@@ -89,48 +73,7 @@ parser.add_argument(
type=str,
help="clang with the arm64_32 target for the Android guest (default: clang)",
)
parser.add_argument(
"--web-emcc",
type=str,
help="Emscripten's emcc for `ninja web` (default: emcc on the PATH, then EMSDK's or ~/emsdk's)",
)
# no need to spam those extra flags when running on Windows
if not is_windows():
parser.add_argument(
"--windows-cross",
action="store_true",
help="generate the Windows build (`ninja windows`) on Linux, cross-compiling "
"with clang against an MSVC toolchain (--windows-vctools-dir and --windows-sdk-dir), "
"and make it the default target",
)
parser.add_argument(
"--windows-cc",
metavar="BINARY",
help="compiler for the Windows cross build, `ninja windows` (default: clang). "
"Only clang is supported for now.",
)
parser.add_argument(
"--windows-vctools-dir",
metavar="DIR",
type=Path,
help="the Visual C++ tools of the MSVC toolchain a --windows-cross build compiles "
"and links against: the versioned folder under VC/Tools/MSVC, the one with `include` "
"and `lib` (default: VCToolsInstallDir)",
)
parser.add_argument(
"--windows-sdk-dir",
metavar="DIR",
type=Path,
help="the Windows SDK a --windows-cross build compiles and links against: the "
"folder with `Include` and `Lib`, each with a versioned folder (default: WindowsSdkDir)",
)
args = parser.parse_args()
try:
check_profile_options(args.profile, args.pgo)
except ValueError as error:
parser.error(str(error))
# the settings the builds read
sln = SimpleNamespace(
@@ -138,20 +81,17 @@ sln = SimpleNamespace(
linux_cc=args.linux_cc,
compiler_launcher=args.compiler_launcher,
port_release=args.release,
port_profile=args.profile,
port_lto=args.lto,
port_portable=args.portable,
port_pgo=args.pgo,
port_pgo_profile=args.pgo_profile,
android_ndk=args.android_ndk,
android_guest_cc=args.android_guest_cc,
web_emcc=args.web_emcc,
)
if not is_windows():
sln.windows_cc = args.windows_cc
sln.windows_cross = args.windows_cross
sln.windows_vctools_dir = args.windows_vctools_dir
sln.windows_sdk_dir = args.windows_sdk_dir
def is_windows() -> bool:
return os.name == "nt"
# build.ninja
@@ -172,7 +112,6 @@ n.newline()
generate_linux_build(n, sln)
generate_android_build(n, sln)
generate_windows_build(n, sln)
generate_web_build(n, sln)
n.comment("Reconfigure on change")
n.rule(
@@ -190,14 +129,13 @@ n.build(
*linux_configure_inputs(),
*android_configure_inputs(),
*windows_configure_inputs(),
*web_configure_inputs(),
],
)
n.newline()
# the build for this computer, where it could be generated (the Windows
# build is left out when SDL cannot be fetched, for instance)
default = "windows" if is_windows() or sln.windows_cross else "linux"
default = "windows" if is_windows() else "linux"
if f"\nbuild {default}: " in out.getvalue():
n.comment("Default rule: the build for this computer")
n.default(default)
-3
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@@ -1,3 +0,0 @@
*
!healthz.sh
!*.zip
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@@ -1,2 +0,0 @@
# a release zip copied here to build the image from (README.md, "Building it")
*.zip
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@@ -1,60 +0,0 @@
# syntax=docker/dockerfile:1
#
# The dedicated server (docs/dedicated_server.md) as a container image, made
# from a release's halo-linux-release.zip (the portable build: halo, its
# libSDL3.so.0, brokers.txt, masters.txt):
#
# docker build -t opence-server deploy/docker
# docker build -t opence-server --build-arg RELEASE=https://github.com/OpenCommunityEdition/OpenCE/releases/download/build-206/halo-linux-release.zip deploy/docker
# docker build -t opence-server --build-arg RELEASE=halo-linux-release.zip deploy/docker (a zip in deploy/docker)
#
# The game data is never in the image: mount the folder that holds maps/ at
# /data, read-only. /state is the only folder the server writes (config.toml,
# the save root with its map cache, the logs), so the root can be read-only.
# deploy/docker/README.md says how to run it.
FROM debian:bookworm-slim AS release
RUN apt-get update \
&& apt-get install -y --no-install-recommends unzip \
&& rm -rf /var/lib/apt/lists/*
# a URL, or a file beside this Dockerfile
ARG RELEASE=https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip
ADD ${RELEASE} /tmp/halo-linux-release.zip
COPY healthz.sh /opt/opence/healthz.sh
RUN unzip -q /tmp/halo-linux-release.zip -d /opt/opence \
&& test -f /opt/opence/halo \
&& chmod 0755 /opt/opence/halo /opt/opence/healthz.sh \
&& if [ -f /opt/opence/halo-server ]; then chmod 0755 /opt/opence/halo-server; fi
FROM debian:bookworm-slim
# The 32-bit C runtime; the release's own libSDL3.so.0 needs nothing more for
# a server, which opens no window or sound device. ca-certificates: the
# master servers and the update check are HTTPS.
RUN dpkg --add-architecture i386 \
&& apt-get update \
&& apt-get install -y --no-install-recommends libc6:i386 libgcc-s1:i386 ca-certificates \
&& rm -rf /var/lib/apt/lists/* \
&& groupadd -g 10001 opence \
&& useradd -u 10001 -g 10001 -d /state -M -s /usr/sbin/nologin opence \
&& mkdir -p /data /state \
&& chown 10001:10001 /state
COPY --from=release /opt/opence /opt/opence
ENV HALO_SERVER=1 \
HALO_CONFIG_FILE=/state/config.toml \
HALO_DATA_ROOT=/data \
HALO_SAVE_ROOT=/state/saves \
HALO_LOG_ROOT=/state/logs \
HALO_NET_TUNNEL_PORT=2302 \
HALO_SERVER_WEB_BIND=0.0.0.0 \
HALO_SERVER_WEB_PORT=8080 \
HOME=/state
VOLUME ["/state"]
# Internet play's tunnel, and the web page, API and RCON (publish it on the
# host's loopback, or behind a proxy with TLS). System link's 5150, 5151 and
# 5153 are for a local network only.
EXPOSE 2302/udp 8080/tcp
USER 10001:10001
WORKDIR /state
HEALTHCHECK --interval=15s --timeout=3s --start-period=60s --retries=3 CMD ["/opt/opence/healthz.sh"]
STOPSIGNAL SIGTERM
ENTRYPOINT ["/opt/opence/halo", "--server"]
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@@ -1,134 +0,0 @@
# The dedicated server in a container
`ghcr.io/opencommunityedition/opence-server` is the dedicated server
(`docs/dedicated_server.md`) as a container image: a release's
`halo-linux-release.zip` on Debian 12 with the 32-bit C runtime, run as
`halo --server` by the user 10001. CI builds it from each release
(`.github/workflows/server-image.yml`) and signs it with cosign; the tags are
`latest`, the release's (`build-206`) and `sha-<commit>`.
The game data is never in the image. Mount the folder that holds `maps/`
(from your own copy of the game: port/linux/README.md, "Game data") at
`/data`, read-only. Without it the server exits with code 2 and says which
maps it looked for.
## Running it
```sh
docker run -d --name halo --restart unless-stopped \
--read-only --cap-drop ALL --security-opt no-new-privileges --tmpfs /tmp \
-p 2302:2302/udp -p 127.0.0.1:8080:8080 \
-v /srv/halo/data:/data:ro -v halo-state:/state \
-e HALO_SERVER_NAME="My server" \
-e HALO_SERVER_ROTATION="bloodgulch:ctf, sidewinder:team_slayer" \
-e HALO_SERVER_WEB_PASSWORD=changeme-please \
ghcr.io/opencommunityedition/opence-server:latest
docker logs -f halo
```
Or with Compose: `compose.yaml` beside this file runs the same, with the
settings taken from the shell or a `.env` file
(`HALO_DATA=/srv/halo/data`, `HALO_SERVER_NAME=...`). Its `https` profile
adds Caddy in front of the web port, with a certificate for
`HALO_WEB_DOMAIN`:
```sh
HALO_DATA=/srv/halo/data docker compose -f deploy/docker/compose.yaml up -d
HALO_WEB_DOMAIN=halo.example.org docker compose -f deploy/docker/compose.yaml --profile https up -d
```
The Compose file puts both on a network of its own, `172.30.80.0/24`, with
Caddy at the fixed address `172.30.80.10` and the server's
`HALO_SERVER_WEB_TRUSTED_PROXY` set to it: the server believes Caddy's
`X-Forwarded-For`, `-Host` and `-Proto`, so its rate limits and log name the
visitor rather than Caddy, and the session cookie is `Secure`. If that
subnet overlaps one of the host's, change the subnet, Caddy's
`ipv4_address` and the variable together.
`docker stop` sends SIGTERM: the game in progress goes to its postgame,
the players are told, the listing is withdrawn, and the server exits 0
within the 15 seconds Compose waits (`docker stop -t 15` otherwise).
## Folders
| Path | What |
| --- | --- |
| `/opt/opence` | The release: `halo`, `libSDL3.so.0`, `brokers.txt`, `masters.txt`, `healthz.sh`, the licences (read-only) |
| `/data` | The game data: `maps/`, and if you have them `custom_maps/`, `gametypes/` and `init.txt` (yours, read-only) |
| `/state` | The only folder written: `config.toml` (`HALO_CONFIG_FILE`), `publisher.key` beside it, the save root `saves/` with the map cache (about 115 MB), `logs/` (`debug.txt`, `bans.txt`, `cheaters.txt`) |
The image sets `HALO_CONFIG_FILE=/state/config.toml` rather than linking
`config.toml` beside the executable into the volume: the settings file is
then in the volume from the first start, and nothing in `/opt/opence` is
written. The server writes every setting there at the first start, with
the generated web password if none was given.
## Settings
Every setting is an environment variable (port/linux/README.md, "Dedicated
server", and docs/dedicated_server.md). A variable that is set wins over
`config.toml`, and the web page's settings cannot change it. The image sets:
| Variable | Value |
| --- | --- |
| `HALO_SERVER` | `1` |
| `HALO_CONFIG_FILE` | `/state/config.toml` |
| `HALO_DATA_ROOT` | `/data` |
| `HALO_SAVE_ROOT` | `/state/saves` |
| `HALO_LOG_ROOT` | `/state/logs` |
| `HALO_NET_TUNNEL_PORT` | `2302` |
| `HALO_SERVER_WEB_BIND` | `0.0.0.0` (within the container; publish the port on `127.0.0.1` or behind TLS) |
| `HALO_SERVER_WEB_PORT` | `8080` |
The ones most often given: `HALO_SERVER_NAME`, `HALO_SERVER_ROTATION`,
`HALO_SERVER_MAX_PLAYERS`, `HALO_SERVER_PASSWORD`, `HALO_SERVER_PUBLIC`,
`HALO_SERVER_MOTD`, `HALO_SERVER_WEB_PASSWORD`, `HALO_NET_PUBLIC_ADDRESS`,
`HALO_SERVER_PUBLISHER_KEY` (the master servers' key, as 64 hex
characters; `docker run --rm -v halo-state:/state <image> --keygen` makes one
into the volume instead), `HALO_SERVER_INSTANCE`, `HALO_SERVER_REGION`,
`HALO_SERVER_LOG_FORMAT=json`.
A tunnel port other than 2302 is published as the same number on both sides
(`-e HALO_NET_TUNNEL_PORT=2303 -p 2303:2303/udp`), as the server offers its
own port to joiners. Behind a NAT that STUN cannot see through, give the
public address and port in `HALO_NET_PUBLIC_ADDRESS`.
## Health
`HEALTHCHECK` runs `/opt/opence/healthz.sh`, which asks `GET /healthz` on
the web port (bash's `/dev/tcp`: the image has no curl) and is healthy on a
200: the server is hosting (lobby, loading, playing or postgame) and its
frames run. With `HALO_SERVER_WEB_PORT=0` it always passes.
## Building it
```sh
docker build -t opence-server deploy/docker # the latest release
docker build -t opence-server --build-arg RELEASE=https://github.com/OpenCommunityEdition/OpenCE/releases/download/build-206/halo-linux-release.zip deploy/docker
```
A build of your own (`python tools/ci_build.py linux release` leaves
`dist/halo-linux-release/`) goes in as a zip beside the Dockerfile:
```sh
(cd dist/halo-linux-release && zip -qr ../../deploy/docker/halo-linux-release.zip .)
docker build -t opence-server --build-arg RELEASE=halo-linux-release.zip deploy/docker
```
`RELEASE` is a URL or a file beside the Dockerfile. The image is 32-bit
x86 and runs on amd64 hosts only.
## Networking
Bridge networking works for internet play: the tunnel port is published one
to one, and the server needs no hole punching of its own. System link
(UDP 5150 and 5151, TCP 5150 and 5153) finds other machines only with
`--network host`.
Verify an image's signature:
```sh
cosign verify ghcr.io/opencommunityedition/opence-server:latest \
--certificate-identity-regexp '^https://github\.com/OpenCommunityEdition/OpenCE/\.github/workflows/server-image\.yml@' \
--certificate-oidc-issuer https://token.actions.githubusercontent.com
```
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# The dedicated server with Docker Compose (deploy/docker/README.md):
#
# docker compose -f deploy/docker/compose.yaml up -d
# docker compose -f deploy/docker/compose.yaml --profile https up -d (with Caddy in front of the web port)
#
# HALO_DATA is the folder that holds maps/ (and custom_maps/, gametypes/),
# mounted read-only; settings come from the environment below or from a
# .env file beside this one.
name: opence
services:
server:
image: ${OPENCE_IMAGE:-ghcr.io/opencommunityedition/opence-server:latest}
restart: unless-stopped
read_only: true
cap_drop: [ALL]
security_opt: ["no-new-privileges:true"]
tmpfs:
- /tmp
ports:
- "${HALO_NET_TUNNEL_PORT:-2302}:${HALO_NET_TUNNEL_PORT:-2302}/udp"
# (the web page on the host's loopback only; Caddy reaches it on the
# compose network)
- "127.0.0.1:${HALO_SERVER_WEB_PORT:-8080}:${HALO_SERVER_WEB_PORT:-8080}/tcp"
volumes:
- ${HALO_DATA:-./data}:/data:ro
- state:/state
# A variable named without a value is passed only when it is set (in the
# shell or .env): one that is set wins over config.toml, and sv_set
# cannot change it.
environment:
- HALO_NET_TUNNEL_PORT=${HALO_NET_TUNNEL_PORT:-2302}
- HALO_SERVER_WEB_PORT=${HALO_SERVER_WEB_PORT:-8080}
- HALO_SERVER_NAME
- HALO_SERVER_ROTATION
- HALO_SERVER_MAX_PLAYERS
- HALO_SERVER_PASSWORD
- HALO_SERVER_PUBLIC
- HALO_SERVER_MOTD
# (8 characters or more; unset: one is made at the first start, printed
# in the log and kept in the state volume's config.toml)
- HALO_SERVER_WEB_PASSWORD
- HALO_NET_PUBLIC_ADDRESS
- HALO_SERVER_PUBLISHER_KEY
- HALO_SERVER_INSTANCE
- HALO_SERVER_REGION
- HALO_SERVER_LOG_FORMAT
# Caddy's address on the network below (the https profile): its
# X-Forwarded-For, -Host and -Proto are believed, so the page's rate
# limits and log name the visitor, and its session cookie is Secure.
# Nothing else has this address.
- HALO_SERVER_WEB_TRUSTED_PROXY=172.30.80.10
networks:
- opence
stop_grace_period: 15s
# HTTPS for the web page, with a certificate from Let's Encrypt for
# HALO_WEB_DOMAIN (which must resolve to this host, ports 80 and 443 open).
caddy:
image: caddy:2
profiles: [https]
restart: unless-stopped
depends_on: [server]
ports:
- "80:80/tcp"
- "443:443/tcp"
- "443:443/udp"
command: ["caddy", "reverse-proxy", "--from", "${HALO_WEB_DOMAIN:-halo.example.org}", "--to", "server:${HALO_SERVER_WEB_PORT:-8080}"]
volumes:
- caddy-data:/data
- caddy-config:/config
networks:
opence:
# (server.web_trusted_proxy above; outside the range Docker hands
# out, so no other container takes it)
ipv4_address: 172.30.80.10
# A fixed subnet, so that Caddy's address is known in advance. Containers
# other than Caddy get addresses from ip_range only. Change it (and the two
# addresses above) if it overlaps a network of the host's.
networks:
opence:
ipam:
config:
- subnet: 172.30.80.0/24
ip_range: 172.30.80.128/25
gateway: 172.30.80.1
volumes:
state:
caddy-data:
caddy-config:
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#!/bin/bash
# The image's health check: GET /healthz on the web port, healthy on a 200
# (the server answers 200 while it hosts and its frames run, 503 otherwise).
# Bash's /dev/tcp, as the image has no curl.
port="${HALO_SERVER_WEB_PORT:-8080}"
# (no web port: nothing to ask)
if [ -z "$port" ] || [ "$port" = 0 ]; then
exit 0
fi
{ exec 3<>"/dev/tcp/127.0.0.1/$port"; } 2>/dev/null || exit 1
printf 'GET /healthz HTTP/1.1\r\nHost: 127.0.0.1:%s\r\nConnection: close\r\n\r\n' "$port" >&3 || exit 1
IFS=' ' read -r -t 3 version status _ <&3 || exit 1
exec 3<&-
case "$version" in
HTTP/1.*) ;;
*) exit 1 ;;
esac
[ "$status" = 200 ]
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# Big team slayer: first team to 50 kills, vehicles as Halo PC places them.
# Play it with server.rotation entries such as bloodgulch:btb_slayer.
base = "team_slayer"
name = "BTB Slayer"
[universal]
teams = true
score_to_win = 50
lives = 0
respawn_time = 5
health = 100
weapon_set = "normal"
vehicle_set = "default"
radar = true
friend_indicators = true
[options]
time_limit = 20
friendly_fire = "shields_only"
friendly_fire_penalty = 5
vehicle_respawn_time = 60
auto_team_balance = true
radar_players = "friends"
team_vehicles = "pc"
[slayer]
no_death_bonus = false
no_kill_penalty = false
kill_in_order = false
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@@ -1,27 +0,0 @@
# Capture the flag as players remember it: three captures, the flag must be
# at home to score.
base = "ctf"
name = "Classic CTF"
[universal]
teams = true
score_to_win = 3
respawn_time = 5
weapon_set = "normal"
vehicle_set = "default"
radar = true
[options]
time_limit = 25
friendly_fire = "off"
vehicle_respawn_time = 90
auto_team_balance = true
radar_players = "friends"
team_vehicles = "pc"
[ctf]
assault = false
reset_on_capture = false
flag_must_reset = false
flag_at_home_to_score = true
single_flag_time = 0
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@@ -1,17 +0,0 @@
# King of the hill whose hill moves about the map, for teams.
base = "team_king"
name = "Moving Hill"
[universal]
teams = true
score_to_win = 3
respawn_time = 5
radar = true
[options]
time_limit = 15
friendly_fire = "off"
auto_team_balance = true
[king]
moving_hill = true
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@@ -1,23 +0,0 @@
# Free for all slayer to 25 kills, starting with a pistol and an assault rifle.
base = "slayer"
name = "Lone Wolves"
[universal]
teams = false
score_to_win = 25
respawn_time = 3
health = 100
radar = false
[options]
time_limit = 15
radar_players = "none"
loadout = "custom"
primary_weapon = "pistol"
secondary_weapon = "assault_rifle"
team_vehicles = "pc"
[slayer]
no_death_bonus = false
no_kill_penalty = false
kill_in_order = false
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#!/bin/sh
exec "$(dirname "$0")/halo" --server "$@"
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# Not part of the packaged chart: unit tests and CI values files.
tests/
ci/
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apiVersion: v2
name: opence-server
description: >-
The OpenCE dedicated server: a headless Halo: Combat Evolved host that plays games one after
another, with no window, sound or player of its own. The game data (maps) is mounted from a
volume you provide.
type: application
version: 0.1.0
kubeVersion: ">=1.29.0-0"
# Informational only: which image runs is set by image.repository, image.tag and image.digest.
appVersion: "latest"
home: https://github.com/OpenCommunityEdition/OpenCE
sources:
- https://github.com/OpenCommunityEdition/OpenCE/tree/main/deploy/helm/opence-server
keywords:
- halo
- game-server
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# opence-server
The OpenCE dedicated server (`docs/dedicated_server.md`) on Kubernetes: one
pod of the image `ghcr.io/opencommunityedition/opence-server`
(`deploy/docker`), its tunnel port behind a UDP Service, its web page behind
a ClusterIP Service, probes on `GET /healthz`, and a NetworkPolicy.
The game data is never in the image or the chart: give a volume that holds
`maps/` from your own copy of the game.
## Quick start
```sh
kubectl create namespace halo
# a claim (or an NFS export) holding maps/, read-only is enough
helm install halo deploy/helm/opence-server -n halo \
--set gameData.existingClaim=halo-maps \
--set server.name="My server" \
--set persistence.enabled=true
kubectl -n halo logs -f deploy/halo-opence-server
```
The admin password of the web page is made at the first install and kept in
the release's Secret (NOTES.txt prints the command that shows it), unless
`web.password` or `web.existingSecret` gives one. Reach the page with
`kubectl -n halo port-forward deploy/halo-opence-server 8080`, or put an
Ingress with TLS in front of the `-web` Service (and allow its namespace
in `networkPolicy.webFrom`).
## Values
`values.yaml` describes each value. Each one under `server`, `web`,
`network` and `publisherKey` is one of the server's `HALO_*` variables:
| Value | Variable |
| --- | --- |
| `server.name` | `HALO_SERVER_NAME` (15 characters) |
| `server.rotation` (a list) | `HALO_SERVER_ROTATION`, joined with commas |
| `server.maxPlayers` | `HALO_SERVER_MAX_PLAYERS` |
| `server.public` | `HALO_SERVER_PUBLIC` |
| `server.lobbySeconds` | `HALO_SERVER_LOBBY_SECONDS` |
| `server.motd` | `HALO_SERVER_MOTD` |
| `server.logFormat` | `HALO_SERVER_LOG_FORMAT` |
| `server.instance`, `server.region` | `HALO_SERVER_INSTANCE`, `HALO_SERVER_REGION` |
| `server.masterPublish` | `HALO_SERVER_MASTER_PUBLISH` |
| `server.password` | `HALO_SERVER_PASSWORD` (from a Secret) |
| `publisherKey` | `HALO_SERVER_PUBLISHER_KEY` (from a Secret) |
| `web.port` | `HALO_SERVER_WEB_PORT` (0: none, and no probes) |
| `web.password`, `web.existingSecret` | `HALO_SERVER_WEB_PASSWORD` (from a Secret) |
| `web.moderatorPassword` | `HALO_SERVER_WEB_MODERATOR_PASSWORD` (from a Secret) |
| `network.tunnelPort` | `HALO_NET_TUNNEL_PORT` |
| `network.publicAddress` | `HALO_NET_PUBLIC_ADDRESS` |
| `customMaps` | `HALO_CUSTOM_MAPS_ROOT=/custom_maps` |
The chart also sets `HALO_SERVER=1`, `HALO_CONFIG_FILE=/state/config.toml`,
`HALO_DATA_ROOT=/data`, `HALO_SAVE_ROOT=/state/saves`,
`HALO_LOG_ROOT=/state/logs`, `HALO_SERVER_CONSOLE=false` (a pod has no
standard input) and, with a web port, `HALO_SERVER_WEB_BIND=0.0.0.0` (the
kubelet's probes reach the pod's address). Any other setting goes in
`extraEnv`, which comes last and so overrides the chart's.
A variable the chart sets wins over `config.toml`, and neither `sv_set` nor
the web page's settings can change it. So the values under `server` are
unset by default (empty, `[]` or `null`): the chart then sets no variable,
and the setting is `config.toml`'s (or the server's default, which
`values.yaml` names), changeable from the web page and kept in the state
volume. Give a value only for a setting you want fixed.
## Web password
With neither `web.password` nor `web.existingSecret`, the chart makes an
admin password at the first install and keeps it in the release's Secret;
on an upgrade it finds that Secret again with `lookup`. `helm template`,
and GitOps tools that render with it (Argo CD, Flux's dry runs,
Kustomize's Helm support), have no cluster to look in: each render makes a
new password, and the Secret changes at every sync. There, create the Secret
yourself and name it:
```sh
kubectl -n halo create secret generic halo-web \
--from-literal=web-password="$(openssl rand -base64 18)" \
--from-literal=web-moderator-password="$(openssl rand -base64 18)"
helm template halo deploy/helm/opence-server -n halo \
--set gameData.existingClaim=halo-maps --set web.existingSecret=halo-web
```
(or a SealedSecret or an External Secrets object of the same name).
`web.key` and `web.moderatorKey` name its keys; the moderator's is
optional.
## Networking
`service.type` is `LoadBalancer` with `externalTrafficPolicy: Local` by
default, so that the server sees the players' own addresses (its bans and
limits are by address). `NodePort` works too; `ClusterIP` is for tests. The
tunnel's Service port and `network.tunnelPort` should be the same number, as
the server offers its own port to joiners; behind a NAT that STUN cannot see
through, give the forwarded address in `network.publicAddress`.
The NetworkPolicy lets anyone reach the tunnel port and only `webFrom` the
web port, and lets the pod reach DNS, TCP 1883 (the MQTT brokers) and 443
(the master servers) and any UDP port on public addresses.
## Tests
```sh
helm lint deploy/helm/opence-server --strict -f deploy/helm/opence-server/ci/full-values.yaml
helm unittest deploy/helm/opence-server
```
`.github/workflows/server-image.yml` runs both.
@@ -1,87 +0,0 @@
# Every option the chart has, for lint and the schema check (not installed: the NFS server is made
# up).
image:
tag: build-206@sha256:0000000000000000000000000000000000000000000000000000000000000000
imagePullSecrets:
- name: registry-credentials
gameData:
nfs:
server: nfs.example.com
path: /exports/halo
subPath: xbox
customMaps:
existingClaim: halo-custom-maps
server:
name: Example server
rotation: [bloodgulch:ctf_classic, sidewinder:team_slayer+score=50, hangemhigh:king_moving]
maxPlayers: 24
public: true
lobbySeconds: 20
motd: Welcome
logFormat: json
instance: eu-1
region: eu
masterPublish: true
password:
existingSecret: halo-join
key: password
publisherKey:
existingSecret: halo-publisher
key: seed
web:
port: 8080
existingSecret: halo-web
key: admin
moderatorKey: moderator
network:
tunnelPort: 2303
publicAddress: halo.example.com:2303
extraEnv:
- name: HALO_SERVER_EMPTY_SECONDS
value: "60"
persistence:
enabled: true
storageClass: standard
annotations:
example.com/keep: "true"
service:
type: LoadBalancer
port: 2303
nodePort: 30703
annotations:
example.com/address: 192.0.2.10
externalTrafficPolicy: Local
loadBalancerSourceRanges: [0.0.0.0/0]
tolerations:
- key: dedicated
operator: Equal
value: games
effect: NoSchedule
podAnnotations:
example.com/scrape: "true"
podLabels:
team: games
probes:
liveness:
periodSeconds: 30
readiness:
enabled: false
networkPolicy:
webFrom:
- namespaceSelector:
matchLabels:
kubernetes.io/metadata.name: ingress-nginx
extraEgress:
- to:
- ipBlock:
cidr: 203.0.113.0/24
ports:
- protocol: TCP
port: 8443
extraObjects:
- apiVersion: v1
kind: ConfigMap
metadata:
name: '{{ .Release.Name }}-extra'
data:
hello: world
@@ -1,6 +0,0 @@
# The smallest install that renders: no maps (an emptyDir in their place), so the server exits with
# code 2 and the pod goes into CrashLoopBackOff. A real install gives gameData.existingClaim or
# gameData.nfs instead.
gameData:
volume:
emptyDir: {}
@@ -1,33 +0,0 @@
OpenCE dedicated server {{ .Chart.Version }}: {{ include "opence-server.fullname" . }} in namespace {{ .Release.Namespace }}.
Rotation: {{ join ", " .Values.server.rotation | default "the server's default" }}.
{{- if kindIs "invalid" .Values.server.public }}
Listed in everyone's server browser{{ with .Values.server.name }} as "{{ . }}"{{ end }}, unless config.toml or the web page turns server.public off.
{{- else if .Values.server.public }}
Listed in everyone's server browser{{ with .Values.server.name }} as "{{ . }}"{{ end }}.
{{- else }}
Not listed: players join with the invite link from the log, or on the LAN.
{{- end }}
The log (the ready line, players, games):
kubectl -n {{ .Release.Namespace }} logs -f deploy/{{ include "opence-server.fullname" . }}
Players reach UDP port {{ .Values.service.port }} through Service {{ include "opence-server.fullname" . }} ({{ .Values.service.type }}).
{{- if eq .Values.service.type "ClusterIP" }}
A ClusterIP Service is not reachable from outside the cluster: set service.type to LoadBalancer or
NodePort for internet play.
{{- end }}
{{- if gt (int .Values.web.port) 0 }}
The web page, API and remote console:
kubectl -n {{ .Release.Namespace }} port-forward deploy/{{ include "opence-server.fullname" . }} {{ .Values.web.port }}
open http://127.0.0.1:{{ .Values.web.port }}/
{{- if not .Values.web.existingSecret }}
The admin password:
kubectl -n {{ .Release.Namespace }} get secret {{ include "opence-server.secretName" . }} -o jsonpath='{.data.{{ .Values.web.key }}}' | base64 -d
{{- end }}
{{- end }}
@@ -1,84 +0,0 @@
{{/* The objects' name: fullnameOverride, else the release name if it contains the chart's name,
else <release>-<chart>. */}}
{{- define "opence-server.fullname" -}}
{{- if .Values.fullnameOverride -}}
{{- .Values.fullnameOverride | trunc 63 | trimSuffix "-" -}}
{{- else -}}
{{- $name := default .Chart.Name .Values.nameOverride -}}
{{- if contains $name .Release.Name -}}
{{- .Release.Name | trunc 63 | trimSuffix "-" -}}
{{- else -}}
{{- printf "%s-%s" .Release.Name $name | trunc 63 | trimSuffix "-" -}}
{{- end -}}
{{- end -}}
{{- end }}
{{- define "opence-server.name" -}}
{{- default .Chart.Name .Values.nameOverride | trunc 63 | trimSuffix "-" -}}
{{- end }}
{{- define "opence-server.labels" -}}
{{ include "opence-server.selectorLabels" . }}
app.kubernetes.io/managed-by: {{ .Release.Service }}
helm.sh/chart: {{ printf "%s-%s" .Chart.Name .Chart.Version | replace "+" "_" | trunc 63 | trimSuffix "-" }}
{{- end }}
{{- define "opence-server.selectorLabels" -}}
app.kubernetes.io/name: {{ include "opence-server.name" . }}
app.kubernetes.io/instance: {{ .Release.Name }}
{{- end }}
{{/* repository:tag, repository:tag@digest, or repository@digest; an empty tag is the appVersion. */}}
{{- define "opence-server.image" -}}
{{- $image := .Values.image -}}
{{- $ref := $image.repository -}}
{{- $tag := toString ($image.tag | default .Chart.AppVersion) -}}
{{- if $image.digest }}{{ $tag = regexReplaceAll "@.*$" $tag "" }}{{ if hasPrefix "sha256:" $tag }}{{ $tag = "" }}{{ end }}{{ end -}}
{{- if hasPrefix "sha256:" $tag }}{{ $ref = printf "%s@%s" $ref $tag }}
{{- else if $tag }}{{ $ref = printf "%s:%s" $ref $tag }}{{ end -}}
{{- if and $image.digest (not (contains "@" $ref)) }}{{ $ref = printf "%s@%s" $ref $image.digest }}{{ end -}}
{{- $ref -}}
{{- end }}
{{- define "opence-server.stateClaim" -}}
{{- .Values.persistence.existingClaim | default (printf "%s-state" (include "opence-server.fullname" .)) -}}
{{- end }}
{{/* The chart's Secret: the web passwords it makes or is given, the join password, the publisher
key. */}}
{{- define "opence-server.secretName" -}}
{{- printf "%s-secrets" (include "opence-server.fullname" .) -}}
{{- end }}
{{/* The Secret holding the web password: web.existingSecret, else the chart's. */}}
{{- define "opence-server.webSecret" -}}
{{- .Values.web.existingSecret | default (include "opence-server.secretName" .) -}}
{{- end }}
{{- define "opence-server.hasGameData" -}}
{{- with .Values.gameData -}}
{{- if or .existingClaim (and .nfs.server .nfs.path) .volume }}true{{ end -}}
{{- end -}}
{{- end }}
{{- define "opence-server.hasCustomMaps" -}}
{{- with .Values.customMaps -}}
{{- if or .existingClaim (and .nfs.server .nfs.path) .volume }}true{{ end -}}
{{- end -}}
{{- end }}
{{/* A volume source of gameData or customMaps (the dict), read-only. */}}
{{- define "opence-server.volumeSource" -}}
{{- if .existingClaim }}
persistentVolumeClaim:
claimName: {{ .existingClaim }}
readOnly: true
{{- else if and .nfs.server .nfs.path }}
nfs:
server: {{ .nfs.server }}
path: {{ .nfs.path }}
readOnly: true
{{- else }}
{{- toYaml .volume }}
{{- end }}
{{- end }}
@@ -1,198 +0,0 @@
{{- if not (include "opence-server.hasGameData" .) }}
{{- fail "gameData: set existingClaim, nfs.server and nfs.path, or volume - the server needs the game's maps, which are never in the image" }}
{{- end }}
{{- $fullname := include "opence-server.fullname" . }}
{{- $secret := include "opence-server.secretName" . }}
{{- $webPort := int .Values.web.port }}
{{- $env := list }}
{{- $env = append $env (dict "name" "HALO_SERVER" "value" "1") }}
{{- $env = append $env (dict "name" "HALO_CONFIG_FILE" "value" "/state/config.toml") }}
{{- $env = append $env (dict "name" "HALO_DATA_ROOT" "value" "/data") }}
{{- $env = append $env (dict "name" "HALO_SAVE_ROOT" "value" "/state/saves") }}
{{- $env = append $env (dict "name" "HALO_LOG_ROOT" "value" "/state/logs") }}
{{- if include "opence-server.hasCustomMaps" . }}
{{- $env = append $env (dict "name" "HALO_CUSTOM_MAPS_ROOT" "value" "/custom_maps") }}
{{- end }}
{{- /* (a pod has no standard input to read commands from) */}}
{{- $env = append $env (dict "name" "HALO_SERVER_CONSOLE" "value" "false") }}
{{- $env = append $env (dict "name" "HALO_NET_TUNNEL_PORT" "value" (toString (int .Values.network.tunnelPort))) }}
{{- with .Values.network.publicAddress }}
{{- $env = append $env (dict "name" "HALO_NET_PUBLIC_ADDRESS" "value" .) }}
{{- end }}
{{- with .Values.server.name }}
{{- if gt (len .) 15 }}
{{- fail "server.name: 15 characters at most" }}
{{- end }}
{{- $env = append $env (dict "name" "HALO_SERVER_NAME" "value" .) }}
{{- end }}
{{- with .Values.server.rotation }}
{{- $env = append $env (dict "name" "HALO_SERVER_ROTATION" "value" (join ", " .)) }}
{{- end }}
{{- /* (a value left null is not set, so that config.toml, sv_set and the web page's settings can
change it) */}}
{{- if not (kindIs "invalid" .Values.server.maxPlayers) }}
{{- $env = append $env (dict "name" "HALO_SERVER_MAX_PLAYERS" "value" (toString (int .Values.server.maxPlayers))) }}
{{- end }}
{{- if not (kindIs "invalid" .Values.server.public) }}
{{- $env = append $env (dict "name" "HALO_SERVER_PUBLIC" "value" (toString .Values.server.public)) }}
{{- end }}
{{- if not (kindIs "invalid" .Values.server.lobbySeconds) }}
{{- $env = append $env (dict "name" "HALO_SERVER_LOBBY_SECONDS" "value" (toString (int .Values.server.lobbySeconds))) }}
{{- end }}
{{- with .Values.server.motd }}
{{- $env = append $env (dict "name" "HALO_SERVER_MOTD" "value" .) }}
{{- end }}
{{- with .Values.server.logFormat }}
{{- $env = append $env (dict "name" "HALO_SERVER_LOG_FORMAT" "value" .) }}
{{- end }}
{{- with .Values.server.instance }}
{{- $env = append $env (dict "name" "HALO_SERVER_INSTANCE" "value" .) }}
{{- end }}
{{- with .Values.server.region }}
{{- $env = append $env (dict "name" "HALO_SERVER_REGION" "value" .) }}
{{- end }}
{{- if not (kindIs "invalid" .Values.server.masterPublish) }}
{{- $env = append $env (dict "name" "HALO_SERVER_MASTER_PUBLISH" "value" (toString .Values.server.masterPublish)) }}
{{- end }}
{{- if .Values.server.password.existingSecret }}
{{- $env = append $env (dict "name" "HALO_SERVER_PASSWORD" "valueFrom" (dict "secretKeyRef" (dict "name" .Values.server.password.existingSecret "key" .Values.server.password.key))) }}
{{- else if .Values.server.password.value }}
{{- $env = append $env (dict "name" "HALO_SERVER_PASSWORD" "valueFrom" (dict "secretKeyRef" (dict "name" $secret "key" .Values.server.password.key))) }}
{{- end }}
{{- if .Values.publisherKey.existingSecret }}
{{- $env = append $env (dict "name" "HALO_SERVER_PUBLISHER_KEY" "valueFrom" (dict "secretKeyRef" (dict "name" .Values.publisherKey.existingSecret "key" .Values.publisherKey.key))) }}
{{- else if .Values.publisherKey.value }}
{{- $env = append $env (dict "name" "HALO_SERVER_PUBLISHER_KEY" "valueFrom" (dict "secretKeyRef" (dict "name" $secret "key" .Values.publisherKey.key))) }}
{{- end }}
{{- $env = append $env (dict "name" "HALO_SERVER_WEB_PORT" "value" (toString $webPort)) }}
{{- if gt $webPort 0 }}
{{- /* (the kubelet's probes reach the pod's own address, not its loopback) */}}
{{- $env = append $env (dict "name" "HALO_SERVER_WEB_BIND" "value" "0.0.0.0") }}
{{- $env = append $env (dict "name" "HALO_SERVER_WEB_PASSWORD" "valueFrom" (dict "secretKeyRef" (dict "name" (include "opence-server.webSecret" .) "key" .Values.web.key))) }}
{{- if .Values.web.existingSecret }}
{{- $env = append $env (dict "name" "HALO_SERVER_WEB_MODERATOR_PASSWORD" "valueFrom" (dict "secretKeyRef" (dict "name" .Values.web.existingSecret "key" .Values.web.moderatorKey "optional" true))) }}
{{- else if .Values.web.moderatorPassword }}
{{- $env = append $env (dict "name" "HALO_SERVER_WEB_MODERATOR_PASSWORD" "valueFrom" (dict "secretKeyRef" (dict "name" $secret "key" .Values.web.moderatorKey))) }}
{{- end }}
{{- end }}
{{- $probe := dict "httpGet" (dict "path" "/healthz" "port" "web") }}
apiVersion: apps/v1
kind: Deployment
metadata:
name: {{ $fullname }}
labels:
{{- include "opence-server.labels" . | nindent 4 }}
spec:
# One server owns the tunnel port and the address players reach it at.
replicas: 1
strategy:
{{- toYaml .Values.strategy | nindent 4 }}
selector:
matchLabels:
{{- include "opence-server.selectorLabels" . | nindent 6 }}
template:
metadata:
labels:
{{- include "opence-server.selectorLabels" . | nindent 8 }}
{{- with .Values.podLabels }}
{{- toYaml . | nindent 8 }}
{{- end }}
{{- with .Values.podAnnotations }}
annotations:
{{- toYaml . | nindent 8 }}
{{- end }}
spec:
# The server never calls the Kubernetes API.
automountServiceAccountToken: false
enableServiceLinks: false
{{- with .Values.imagePullSecrets }}
imagePullSecrets:
{{- toYaml . | nindent 8 }}
{{- end }}
{{- with .Values.priorityClassName }}
priorityClassName: {{ . }}
{{- end }}
terminationGracePeriodSeconds: {{ .Values.terminationGracePeriodSeconds }}
securityContext:
{{- toYaml .Values.podSecurityContext | nindent 8 }}
{{- with .Values.nodeSelector }}
nodeSelector:
{{- toYaml . | nindent 8 }}
{{- end }}
{{- with .Values.affinity }}
affinity:
{{- toYaml . | nindent 8 }}
{{- end }}
{{- with .Values.tolerations }}
tolerations:
{{- toYaml . | nindent 8 }}
{{- end }}
containers:
- name: opence-server
image: {{ include "opence-server.image" . | quote }}
imagePullPolicy: {{ .Values.image.pullPolicy }}
env:
{{- toYaml $env | nindent 12 }}
{{- with .Values.extraEnv }}
{{- toYaml . | nindent 12 }}
{{- end }}
ports:
- name: tunnel
containerPort: {{ .Values.network.tunnelPort }}
protocol: UDP
{{- if gt $webPort 0 }}
- name: web
containerPort: {{ $webPort }}
protocol: TCP
{{- end }}
{{- if gt $webPort 0 }}
{{- range $name := list "startup" "readiness" "liveness" }}
{{- $p := index $.Values.probes $name }}
{{- if $p.enabled }}
{{ $name }}Probe:
{{- toYaml (merge (omit $p "enabled") $probe) | nindent 12 }}
{{- end }}
{{- end }}
{{- end }}
resources:
{{- toYaml .Values.resources | nindent 12 }}
securityContext:
{{- toYaml .Values.securityContext | nindent 12 }}
volumeMounts:
- name: game-data
mountPath: /data
readOnly: true
{{- with .Values.gameData.subPath }}
subPath: {{ . }}
{{- end }}
# config.toml, publisher.key, the save root and its map cache, the logs
- name: state
mountPath: /state
{{- if include "opence-server.hasCustomMaps" . }}
- name: custom-maps
mountPath: /custom_maps
readOnly: true
{{- with .Values.customMaps.subPath }}
subPath: {{ . }}
{{- end }}
{{- end }}
- name: tmp
mountPath: /tmp
volumes:
- name: game-data
{{- include "opence-server.volumeSource" .Values.gameData | trim | nindent 10 }}
- name: state
{{- if .Values.persistence.enabled }}
persistentVolumeClaim:
claimName: {{ include "opence-server.stateClaim" . }}
{{- else }}
emptyDir:
sizeLimit: {{ .Values.persistence.emptyDirSizeLimit }}
{{- end }}
- name: tmp
emptyDir:
sizeLimit: 64Mi
{{- if include "opence-server.hasCustomMaps" . }}
- name: custom-maps
{{- include "opence-server.volumeSource" .Values.customMaps | trim | nindent 10 }}
{{- end }}
@@ -1,4 +0,0 @@
{{- range .Values.extraObjects }}
---
{{ tpl (toYaml .) $ }}
{{- end }}
@@ -1,66 +0,0 @@
{{- if .Values.networkPolicy.enabled }}
{{- $np := .Values.networkPolicy }}
# In: the players' UDP on the tunnel port, and the web port from webFrom alone. Out: DNS, TCP to
# the MQTT brokers and the master servers, UDP to the internet (STUN, the players' ports); nothing
# on the private ranges.
apiVersion: networking.k8s.io/v1
kind: NetworkPolicy
metadata:
name: {{ include "opence-server.fullname" . }}
labels:
{{- include "opence-server.labels" . | nindent 4 }}
spec:
podSelector:
matchLabels:
{{- include "opence-server.selectorLabels" . | nindent 6 }}
policyTypes:
- Ingress
- Egress
ingress:
- ports:
- protocol: UDP
port: {{ .Values.network.tunnelPort }}
{{- with $np.from }}
from:
{{- toYaml . | nindent 8 }}
{{- end }}
{{- if and $np.webFrom (gt (int .Values.web.port) 0) }}
- ports:
- protocol: TCP
port: {{ .Values.web.port }}
from:
{{- toYaml $np.webFrom | nindent 8 }}
{{- end }}
{{- with $np.extraIngress }}
{{- toYaml . | nindent 4 }}
{{- end }}
egress:
- to:
{{- toYaml $np.dns.to | nindent 8 }}
ports:
- protocol: UDP
port: 53
- protocol: TCP
port: 53
{{- if or $np.internet.tcpPorts $np.internet.udp }}
- to:
- ipBlock:
cidr: {{ $np.internet.cidr }}
{{- with $np.internet.except }}
except:
{{- toYaml . | nindent 14 }}
{{- end }}
ports:
{{- range $np.internet.tcpPorts }}
- protocol: TCP
port: {{ . }}
{{- end }}
{{- if $np.internet.udp }}
# every UDP port: STUN (19302, 3478) and the players' own
- protocol: UDP
{{- end }}
{{- end }}
{{- with $np.extraEgress }}
{{- toYaml . | nindent 4 }}
{{- end }}
{{- end }}
@@ -1,44 +0,0 @@
{{- $data := dict }}
{{- if and (gt (int .Values.web.port) 0) (not .Values.web.existingSecret) }}
{{- $password := .Values.web.password }}
{{- if $password }}
{{- if lt (len $password) 8 }}
{{- fail "web.password: 8 characters or more (the server refuses a shorter one beyond loopback)" }}
{{- end }}
{{- else }}
{{- /* made once, then kept from the Secret the release already has */}}
{{- $existing := lookup "v1" "Secret" .Release.Namespace (include "opence-server.secretName" .) }}
{{- if and $existing $existing.data (hasKey $existing.data .Values.web.key) }}
{{- $password = index $existing.data .Values.web.key | b64dec }}
{{- else }}
{{- $password = randAlphaNum 24 }}
{{- end }}
{{- end }}
{{- $_ := set $data .Values.web.key ($password | b64enc) }}
{{- with .Values.web.moderatorPassword }}
{{- if lt (len .) 8 }}
{{- fail "web.moderatorPassword: 8 characters or more" }}
{{- end }}
{{- $_ := set $data $.Values.web.moderatorKey (. | b64enc) }}
{{- end }}
{{- end }}
{{- if and .Values.server.password.value (not .Values.server.password.existingSecret) }}
{{- $_ := set $data .Values.server.password.key (.Values.server.password.value | b64enc) }}
{{- end }}
{{- if and .Values.publisherKey.value (not .Values.publisherKey.existingSecret) }}
{{- if not (regexMatch "^[0-9a-f]{64}$" .Values.publisherKey.value) }}
{{- fail "publisherKey.value: the 64 lower-case hex characters of the seed (halo --server --keygen)" }}
{{- end }}
{{- $_ := set $data .Values.publisherKey.key (.Values.publisherKey.value | b64enc) }}
{{- end }}
{{- if $data }}
apiVersion: v1
kind: Secret
metadata:
name: {{ include "opence-server.secretName" . }}
labels:
{{- include "opence-server.labels" . | nindent 4 }}
type: Opaque
data:
{{- toYaml $data | nindent 2 }}
{{- end }}
@@ -1,23 +0,0 @@
{{- if and .Values.web.service.enabled (gt (int .Values.web.port) 0) }}
# The web page, its API and the remote console, inside the cluster only: for an Ingress with TLS,
# or kubectl port-forward.
apiVersion: v1
kind: Service
metadata:
name: {{ include "opence-server.fullname" . }}-web
labels:
{{- include "opence-server.labels" . | nindent 4 }}
{{- with .Values.web.service.annotations }}
annotations:
{{- toYaml . | nindent 4 }}
{{- end }}
spec:
type: ClusterIP
selector:
{{- include "opence-server.selectorLabels" . | nindent 4 }}
ports:
- name: web
port: {{ .Values.web.service.port }}
targetPort: web
protocol: TCP
{{- end }}
@@ -1,40 +0,0 @@
# The tunnel port, UDP: the one port players need.
apiVersion: v1
kind: Service
metadata:
name: {{ include "opence-server.fullname" . }}
labels:
{{- include "opence-server.labels" . | nindent 4 }}
{{- with .Values.service.labels }}
{{- toYaml . | nindent 4 }}
{{- end }}
{{- with .Values.service.annotations }}
annotations:
{{- toYaml . | nindent 4 }}
{{- end }}
spec:
type: {{ .Values.service.type }}
{{- if ne .Values.service.type "ClusterIP" }}
{{- with .Values.service.externalTrafficPolicy }}
externalTrafficPolicy: {{ . }}
{{- end }}
{{- end }}
{{- if eq .Values.service.type "LoadBalancer" }}
{{- with .Values.service.loadBalancerClass }}
loadBalancerClass: {{ . }}
{{- end }}
{{- with .Values.service.loadBalancerSourceRanges }}
loadBalancerSourceRanges:
{{- toYaml . | nindent 4 }}
{{- end }}
{{- end }}
selector:
{{- include "opence-server.selectorLabels" . | nindent 4 }}
ports:
- name: tunnel
port: {{ .Values.service.port }}
targetPort: tunnel
protocol: UDP
{{- if and (ne .Values.service.type "ClusterIP") .Values.service.nodePort }}
nodePort: {{ .Values.service.nodePort }}
{{- end }}
@@ -1,21 +0,0 @@
{{- if and .Values.persistence.enabled (not .Values.persistence.existingClaim) }}
apiVersion: v1
kind: PersistentVolumeClaim
metadata:
name: {{ include "opence-server.stateClaim" . }}
labels:
{{- include "opence-server.labels" . | nindent 4 }}
{{- with .Values.persistence.annotations }}
annotations:
{{- toYaml . | nindent 4 }}
{{- end }}
spec:
accessModes:
{{- toYaml .Values.persistence.accessModes | nindent 4 }}
{{- with .Values.persistence.storageClass }}
storageClassName: {{ . }}
{{- end }}
resources:
requests:
storage: {{ .Values.persistence.size }}
{{- end }}
@@ -1,221 +0,0 @@
suite: deployment
templates:
- templates/deployment.yaml
set:
gameData.existingClaim: halo-maps
tests:
- it: refuses to render without game data, which is never in the image
set:
gameData.existingClaim: ""
asserts:
- failedTemplate:
errorPattern: "gameData: set existingClaim"
- it: mounts an existing claim read-only at /data
asserts:
- equal:
path: 'spec.template.spec.volumes[0]'
value: { name: game-data, persistentVolumeClaim: { claimName: halo-maps, readOnly: true } }
- contains:
path: 'spec.template.spec.containers[0].volumeMounts'
content: { name: game-data, mountPath: /data, readOnly: true }
- it: mounts an NFS export read-only, with a subPath
set:
gameData: { existingClaim: "", nfs: { server: nfs.example.com, path: /halo }, subPath: xbox }
asserts:
- equal:
path: 'spec.template.spec.volumes[0]'
value: { name: game-data, nfs: { server: nfs.example.com, path: /halo, readOnly: true } }
- contains:
path: 'spec.template.spec.containers[0].volumeMounts'
content: { name: game-data, mountPath: /data, readOnly: true, subPath: xbox }
- it: takes any other volume source
set:
gameData: { existingClaim: "", volume: { emptyDir: {} } }
asserts:
- equal:
path: 'spec.template.spec.volumes[0]'
value: { name: game-data, emptyDir: {} }
- it: runs one replica, replaced not rolled, hardened
asserts:
- equal: { path: spec.replicas, value: 1 }
- equal: { path: spec.strategy.type, value: Recreate }
- equal: { path: spec.template.spec.automountServiceAccountToken, value: false }
- equal: { path: spec.template.spec.securityContext.runAsNonRoot, value: true }
- equal: { path: spec.template.spec.securityContext.runAsUser, value: 10001 }
- equal: { path: spec.template.spec.securityContext.seccompProfile.type, value: RuntimeDefault }
- equal: { path: 'spec.template.spec.containers[0].securityContext.readOnlyRootFilesystem', value: true }
- equal: { path: 'spec.template.spec.containers[0].securityContext.allowPrivilegeEscalation', value: false }
- equal: { path: 'spec.template.spec.containers[0].securityContext.capabilities.drop', value: [ALL] }
- equal: { path: spec.template.spec.nodeSelector, value: { kubernetes.io/os: linux, kubernetes.io/arch: amd64 } }
- equal: { path: spec.template.spec.terminationGracePeriodSeconds, value: 15 }
- exists: { path: 'spec.template.spec.containers[0].resources.limits.memory' }
- it: sets the server's paths and mode
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER, value: "1" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_CONFIG_FILE, value: /state/config.toml } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_DATA_ROOT, value: /data } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SAVE_ROOT, value: /state/saves } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_LOG_ROOT, value: /state/logs } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_CONSOLE, value: "false" } }
- it: maps the values to the HALO_ variables
set:
server:
name: Test server
rotation: [bloodgulch:ctf, "sidewinder:team_slayer+score=50"]
maxPlayers: 24
public: false
lobbySeconds: 30
motd: Hello
logFormat: json
instance: eu-1
region: eu
masterPublish: false
network: { tunnelPort: 2303, publicAddress: "halo.example.com:2303" }
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_NAME, value: Test server } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_ROTATION, value: "bloodgulch:ctf, sidewinder:team_slayer+score=50" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_MAX_PLAYERS, value: "24" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_PUBLIC, value: "false" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_LOBBY_SECONDS, value: "30" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_MOTD, value: Hello } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_LOG_FORMAT, value: json } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_INSTANCE, value: eu-1 } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_REGION, value: eu } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_MASTER_PUBLISH, value: "false" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_NET_TUNNEL_PORT, value: "2303" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_NET_PUBLIC_ADDRESS, value: "halo.example.com:2303" } }
- equal: { path: 'spec.template.spec.containers[0].ports[0]', value: { name: tunnel, containerPort: 2303, protocol: UDP } }
- it: leaves empty values to config.toml
asserts:
- notContains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_NAME, value: "" } }
- notContains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_MOTD, value: "" } }
- notContains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_NET_PUBLIC_ADDRESS, value: "" } }
- it: leaves the settings the values do not give to config.toml, sv_set and the web page
asserts:
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_ROTATION")]' }
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_MAX_PLAYERS")]' }
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_PUBLIC")]' }
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_LOBBY_SECONDS")]' }
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_LOG_FORMAT")]' }
- notExists: { path: 'spec.template.spec.containers[0].env[?(@.name == "HALO_SERVER_MASTER_PUBLISH")]' }
- it: sets a false or zero value that is given
set:
server: { public: false, masterPublish: false, lobbySeconds: 0 }
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_PUBLIC, value: "false" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_MASTER_PUBLISH, value: "false" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_LOBBY_SECONDS, value: "0" } }
- it: refuses a name longer than the game's 15 characters (the values' schema, or the template)
set:
server.name: "A name too long!"
asserts:
- failedTemplate:
errorPattern: "server.name|/server/name|15 characters"
- it: takes the web password from the chart's Secret, bound beyond loopback for the probes
release: { name: opence-server }
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_WEB_PORT, value: "8080" } }
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_WEB_BIND, value: 0.0.0.0 } }
- contains:
path: 'spec.template.spec.containers[0].env'
content: { name: HALO_SERVER_WEB_PASSWORD, valueFrom: { secretKeyRef: { name: opence-server-secrets, key: web-password } } }
- contains: { path: 'spec.template.spec.containers[0].ports', content: { name: web, containerPort: 8080, protocol: TCP } }
- it: takes the passwords and the publisher key from existing Secrets
set:
web: { existingSecret: halo-web, key: admin, moderatorKey: moderator }
server.password: { existingSecret: halo-join, key: password }
publisherKey: { existingSecret: halo-publisher, key: seed }
asserts:
- contains:
path: 'spec.template.spec.containers[0].env'
content: { name: HALO_SERVER_WEB_PASSWORD, valueFrom: { secretKeyRef: { name: halo-web, key: admin } } }
- contains:
path: 'spec.template.spec.containers[0].env'
content: { name: HALO_SERVER_WEB_MODERATOR_PASSWORD, valueFrom: { secretKeyRef: { name: halo-web, key: moderator, optional: true } } }
- contains:
path: 'spec.template.spec.containers[0].env'
content: { name: HALO_SERVER_PASSWORD, valueFrom: { secretKeyRef: { name: halo-join, key: password } } }
- contains:
path: 'spec.template.spec.containers[0].env'
content: { name: HALO_SERVER_PUBLISHER_KEY, valueFrom: { secretKeyRef: { name: halo-publisher, key: seed } } }
- it: probes GET /healthz on the web port
asserts:
- equal: { path: 'spec.template.spec.containers[0].startupProbe.httpGet', value: { path: /healthz, port: web } }
- equal: { path: 'spec.template.spec.containers[0].readinessProbe.httpGet', value: { path: /healthz, port: web } }
- equal: { path: 'spec.template.spec.containers[0].livenessProbe.httpGet', value: { path: /healthz, port: web } }
- equal: { path: 'spec.template.spec.containers[0].startupProbe.failureThreshold', value: 60 }
- it: drops a probe that is turned off
set:
probes.liveness.enabled: false
asserts:
- notExists: { path: 'spec.template.spec.containers[0].livenessProbe' }
- exists: { path: 'spec.template.spec.containers[0].readinessProbe' }
- it: has no web port, password or probes with web.port 0
set:
web.port: 0
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_WEB_PORT, value: "0" } }
- notContains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_SERVER_WEB_BIND, value: 0.0.0.0 } }
- lengthEqual: { path: 'spec.template.spec.containers[0].ports', count: 1 }
- notExists: { path: 'spec.template.spec.containers[0].startupProbe' }
- notExists: { path: 'spec.template.spec.containers[0].livenessProbe' }
- it: puts extraEnv after the chart's variables, so it can override them
set:
extraEnv: [{ name: HALO_SERVER_LOBBY_SECONDS, value: "5" }]
asserts:
- equal:
path: 'spec.template.spec.containers[0].env[-1:]'
value: { name: HALO_SERVER_LOBBY_SECONDS, value: "5" }
- it: keeps the state in an emptyDir without persistence
asserts:
- contains: { path: spec.template.spec.volumes, content: { name: state, emptyDir: { sizeLimit: 1Gi } } }
- lengthEqual: { path: spec.template.spec.volumes, count: 3 }
- it: uses the claim with persistence
release: { name: opence-server }
set:
persistence.enabled: true
asserts:
- contains: { path: spec.template.spec.volumes, content: { name: state, persistentVolumeClaim: { claimName: opence-server-state } } }
- it: mounts a custom_maps claim read-only, with its variable
set:
customMaps: { existingClaim: halo-custom-maps, subPath: ce }
asserts:
- contains: { path: 'spec.template.spec.containers[0].env', content: { name: HALO_CUSTOM_MAPS_ROOT, value: /custom_maps } }
- contains:
path: spec.template.spec.volumes
content: { name: custom-maps, persistentVolumeClaim: { claimName: halo-custom-maps, readOnly: true } }
- contains:
path: 'spec.template.spec.containers[0].volumeMounts'
content: { name: custom-maps, mountPath: /custom_maps, readOnly: true, subPath: ce }
- it: takes a tag with a digest, and lets digest replace it
set:
image.tag: build-206@sha256:1111111111111111111111111111111111111111111111111111111111111111
image.digest: sha256:2222222222222222222222222222222222222222222222222222222222222222
asserts:
- equal:
path: 'spec.template.spec.containers[0].image'
value: ghcr.io/opencommunityedition/opence-server:build-206@sha256:2222222222222222222222222222222222222222222222222222222222222222
- it: uses the appVersion as the default tag
asserts:
- equal: { path: 'spec.template.spec.containers[0].image', value: "ghcr.io/opencommunityedition/opence-server:latest" }
@@ -1,39 +0,0 @@
suite: network policy
templates:
- templates/networkpolicy.yaml
tests:
- it: lets anyone reach the tunnel port, and nothing else in
asserts:
- equal: { path: spec.policyTypes, value: [Ingress, Egress] }
- equal: { path: spec.ingress, value: [{ ports: [{ protocol: UDP, port: 2302 }] }] }
- it: allows DNS, TCP 1883 and 443 and all UDP to public addresses only
asserts:
- equal: { path: 'spec.egress[0].ports', value: [{ protocol: UDP, port: 53 }, { protocol: TCP, port: 53 }] }
- equal: { path: 'spec.egress[1].to[0].ipBlock.cidr', value: 0.0.0.0/0 }
- contains: { path: 'spec.egress[1].to[0].ipBlock.except', content: 10.0.0.0/8 }
- contains: { path: 'spec.egress[1].to[0].ipBlock.except', content: 192.168.0.0/16 }
- equal: { path: 'spec.egress[1].ports', value: [{ protocol: TCP, port: 1883 }, { protocol: TCP, port: 443 }, { protocol: UDP }] }
- it: lets webFrom reach the web port
set:
networkPolicy.webFrom: [{ namespaceSelector: { matchLabels: { kubernetes.io/metadata.name: ingress-nginx } } }]
asserts:
- equal:
path: 'spec.ingress[1]'
value: { ports: [{ protocol: TCP, port: 8080 }], from: [{ namespaceSelector: { matchLabels: { kubernetes.io/metadata.name: ingress-nginx } } }] }
- it: narrows the players' sources and follows the tunnel port
set:
network.tunnelPort: 2303
networkPolicy.from: [{ ipBlock: { cidr: 198.51.100.0/24 } }]
asserts:
- equal:
path: spec.ingress
value: [{ ports: [{ protocol: UDP, port: 2303 }], from: [{ ipBlock: { cidr: 198.51.100.0/24 } }] }]
- it: renders nothing when off
set:
networkPolicy.enabled: false
asserts:
- hasDocuments: { count: 0 }
@@ -1,21 +0,0 @@
suite: persistence
templates:
- templates/state-pvc.yaml
release:
name: opence-server
tests:
- it: makes no claim without persistence
asserts:
- hasDocuments: { count: 0 }
- it: makes the state claim with persistence
set:
persistence: { enabled: true, size: 3Gi, storageClass: fast }
asserts:
- equal: { path: metadata.name, value: opence-server-state }
- equal: { path: spec.resources.requests.storage, value: 3Gi }
- equal: { path: spec.storageClassName, value: fast }
- it: makes none for an existing claim
set:
persistence: { enabled: true, existingClaim: mine }
asserts:
- hasDocuments: { count: 0 }
@@ -1,48 +0,0 @@
suite: secret
templates:
- templates/secret.yaml
release:
name: opence-server
tests:
- it: makes a web password when none is given
asserts:
- hasDocuments: { count: 1 }
- isKind: { of: Secret }
- equal: { path: metadata.name, value: opence-server-secrets }
- matchRegex: { path: data.web-password, pattern: "^[A-Za-z0-9+/]{32}$" }
- it: keeps a given web password, join password and publisher key
set:
web.password: correct-horse
server.password.value: letmein
publisherKey.value: "0123456789abcdef0123456789abcdef0123456789abcdef0123456789abcdef"
asserts:
- equal: { path: data.web-password, value: Y29ycmVjdC1ob3JzZQ== }
- equal: { path: data.password, value: bGV0bWVpbg== }
- exists: { path: data.publisher-key }
- it: refuses a short web password
set:
web.password: short
asserts:
- failedTemplate:
errorPattern: "8 characters or more"
- it: refuses a publisher key that is not 64 hex characters
set:
publisherKey.value: not-a-key
asserts:
- failedTemplate:
errorPattern: "64 lower-case hex"
- it: makes none when every secret comes from elsewhere
set:
web.existingSecret: halo-web
asserts:
- hasDocuments: { count: 0 }
- it: makes none without a web port or secrets
set:
web.port: 0
asserts:
- hasDocuments: { count: 0 }
@@ -1,43 +0,0 @@
suite: service
templates:
- templates/service.yaml
- templates/service-web.yaml
release:
name: opence-server
tests:
- it: exposes the tunnel port over UDP on a load balancer that keeps the players' addresses
template: templates/service.yaml
asserts:
- equal: { path: metadata.name, value: opence-server }
- equal: { path: spec.type, value: LoadBalancer }
- equal: { path: spec.externalTrafficPolicy, value: Local }
- equal: { path: 'spec.ports[0]', value: { name: tunnel, port: 2302, targetPort: tunnel, protocol: UDP } }
- it: ignores externalTrafficPolicy and nodePort on a ClusterIP Service
template: templates/service.yaml
set:
service: { type: ClusterIP, nodePort: 30702 }
asserts:
- notExists: { path: spec.externalTrafficPolicy }
- notExists: { path: 'spec.ports[0].nodePort' }
- it: sets a fixed node port
template: templates/service.yaml
set:
service: { type: NodePort, nodePort: 30702 }
asserts:
- equal: { path: 'spec.ports[0].nodePort', value: 30702 }
- it: keeps the web port inside the cluster
template: templates/service-web.yaml
asserts:
- equal: { path: metadata.name, value: opence-server-web }
- equal: { path: spec.type, value: ClusterIP }
- equal: { path: 'spec.ports[0]', value: { name: web, port: 8080, targetPort: web, protocol: TCP } }
- it: has no web Service without a web port
template: templates/service-web.yaml
set:
web.port: 0
asserts:
- hasDocuments: { count: 0 }
@@ -1,445 +0,0 @@
{
"$schema": "https://json-schema.org/draft-07/schema#",
"title": "opence-server values",
"description": "Strict where the chart defines the structure; free-form where values pass through to Kubernetes. values.yaml describes each value.",
"type": "object",
"additionalProperties": false,
"definitions": {
"port": {
"type": "integer",
"minimum": 1,
"maximum": 65535
},
"volume": {
"type": "object",
"additionalProperties": false,
"properties": {
"existingClaim": {
"type": "string"
},
"nfs": {
"type": "object",
"additionalProperties": false,
"properties": {
"server": {
"type": "string"
},
"path": {
"type": "string"
}
}
},
"volume": {
"type": "object"
},
"subPath": {
"type": "string"
}
}
},
"secretValue": {
"type": "object",
"additionalProperties": false,
"properties": {
"value": {
"type": "string"
},
"existingSecret": {
"type": "string"
},
"key": {
"type": "string",
"minLength": 1
}
}
},
"probe": {
"type": "object",
"additionalProperties": false,
"properties": {
"enabled": {
"type": "boolean"
},
"initialDelaySeconds": {
"type": "integer",
"minimum": 0
},
"periodSeconds": {
"type": "integer",
"minimum": 1
},
"timeoutSeconds": {
"type": "integer",
"minimum": 1
},
"failureThreshold": {
"type": "integer",
"minimum": 1
},
"successThreshold": {
"type": "integer",
"minimum": 1
},
"terminationGracePeriodSeconds": {
"type": "integer",
"minimum": 1
}
}
}
},
"properties": {
"global": {
"type": "object"
},
"nameOverride": {
"type": "string"
},
"fullnameOverride": {
"type": "string"
},
"image": {
"type": "object",
"additionalProperties": false,
"required": [
"repository"
],
"properties": {
"repository": {
"type": "string",
"minLength": 1
},
"tag": {
"type": [
"string",
"number"
]
},
"digest": {
"type": "string",
"pattern": "^(sha256:[0-9a-f]{64})?$"
},
"pullPolicy": {
"enum": [
"Always",
"IfNotPresent",
"Never"
]
}
}
},
"imagePullSecrets": {
"type": "array"
},
"gameData": {
"$ref": "#/definitions/volume"
},
"customMaps": {
"$ref": "#/definitions/volume"
},
"server": {
"type": "object",
"additionalProperties": false,
"properties": {
"name": {
"type": "string",
"maxLength": 15,
"pattern": "^[ -~]*$"
},
"rotation": {
"type": "array",
"maxItems": 64,
"items": {
"type": "string",
"minLength": 1
}
},
"maxPlayers": {
"type": [
"integer",
"null"
],
"minimum": 2,
"maximum": 127
},
"public": {
"type": [
"boolean",
"null"
]
},
"lobbySeconds": {
"type": [
"integer",
"null"
],
"minimum": 0,
"maximum": 300
},
"motd": {
"type": "string",
"maxLength": 127
},
"logFormat": {
"enum": [
"",
"text",
"json",
null
]
},
"instance": {
"type": "string",
"pattern": "^[A-Za-z0-9_-]{0,32}$"
},
"region": {
"type": "string",
"maxLength": 16
},
"masterPublish": {
"type": [
"boolean",
"null"
]
},
"password": {
"$ref": "#/definitions/secretValue"
}
}
},
"publisherKey": {
"$ref": "#/definitions/secretValue"
},
"web": {
"type": "object",
"additionalProperties": false,
"properties": {
"port": {
"type": "integer",
"minimum": 0,
"maximum": 65535
},
"password": {
"type": "string"
},
"existingSecret": {
"type": "string"
},
"key": {
"type": "string",
"minLength": 1
},
"moderatorPassword": {
"type": "string"
},
"moderatorKey": {
"type": "string",
"minLength": 1
},
"service": {
"type": "object",
"additionalProperties": false,
"properties": {
"enabled": {
"type": "boolean"
},
"port": {
"$ref": "#/definitions/port"
},
"annotations": {
"type": "object"
}
}
}
}
},
"network": {
"type": "object",
"additionalProperties": false,
"properties": {
"tunnelPort": {
"$ref": "#/definitions/port"
},
"publicAddress": {
"type": "string"
}
}
},
"extraEnv": {
"type": "array"
},
"persistence": {
"type": "object",
"additionalProperties": false,
"properties": {
"enabled": {
"type": "boolean"
},
"existingClaim": {
"type": "string"
},
"size": {
"type": "string"
},
"storageClass": {
"type": "string"
},
"accessModes": {
"type": "array",
"items": {
"type": "string"
}
},
"annotations": {
"type": "object"
},
"emptyDirSizeLimit": {
"type": "string"
}
}
},
"service": {
"type": "object",
"additionalProperties": false,
"properties": {
"type": {
"enum": [
"ClusterIP",
"NodePort",
"LoadBalancer"
]
},
"port": {
"$ref": "#/definitions/port"
},
"nodePort": {
"type": [
"string",
"integer"
]
},
"annotations": {
"type": "object"
},
"labels": {
"type": "object"
},
"externalTrafficPolicy": {
"enum": [
"",
"Cluster",
"Local"
]
},
"loadBalancerClass": {
"type": "string"
},
"loadBalancerSourceRanges": {
"type": "array",
"items": {
"type": "string"
}
}
}
},
"strategy": {
"type": "object"
},
"resources": {
"type": "object"
},
"nodeSelector": {
"type": "object"
},
"affinity": {
"type": "object"
},
"tolerations": {
"type": "array"
},
"priorityClassName": {
"type": "string"
},
"podAnnotations": {
"type": "object"
},
"podLabels": {
"type": "object"
},
"terminationGracePeriodSeconds": {
"type": "integer",
"minimum": 1
},
"podSecurityContext": {
"type": "object"
},
"securityContext": {
"type": "object"
},
"probes": {
"type": "object",
"additionalProperties": false,
"properties": {
"startup": {
"$ref": "#/definitions/probe"
},
"readiness": {
"$ref": "#/definitions/probe"
},
"liveness": {
"$ref": "#/definitions/probe"
}
}
},
"networkPolicy": {
"type": "object",
"additionalProperties": false,
"properties": {
"enabled": {
"type": "boolean"
},
"from": {
"type": "array"
},
"webFrom": {
"type": "array"
},
"dns": {
"type": "object"
},
"internet": {
"type": "object",
"additionalProperties": false,
"properties": {
"cidr": {
"type": "string"
},
"except": {
"type": "array",
"items": {
"type": "string"
}
},
"tcpPorts": {
"type": "array",
"items": {
"$ref": "#/definitions/port"
}
},
"udp": {
"type": "boolean"
}
}
},
"extraIngress": {
"type": "array"
},
"extraEgress": {
"type": "array"
}
}
},
"extraObjects": {
"type": "array"
}
}
}
-239
View File
@@ -1,239 +0,0 @@
# opence-server: the OpenCE dedicated server (docs/dedicated_server.md). One replica: the server
# owns its tunnel port and the address players reach it at.
nameOverride: ""
fullnameOverride: ""
image:
repository: ghcr.io/opencommunityedition/opence-server
# Empty: the chart's appVersion (latest). A release's tag (build-206) or sha-<commit> pins it;
# <tag>@sha256:... as Argo CD Image Updater writes it works too.
tag: ""
# sha256:... ; replaces any digest in tag.
digest: ""
pullPolicy: IfNotPresent
imagePullSecrets: []
# The game data: the folder that holds maps/ (and custom_maps/, gametypes/ and init.txt if you have
# them), from your own copy of the game. It is never in the image. Mounted read-only at /data
# (HALO_DATA_ROOT). One source is required.
gameData:
# An existing PersistentVolumeClaim.
existingClaim: ""
# Or an NFS export.
nfs:
server: ""
path: ""
# Or any other volume source, as in a pod's volumes (without the name), e.g.
# {hostPath: {path: /srv/halo, type: Directory}}. Without maps/ui.map and the rotation's maps the
# server exits with code 2 and says which maps it looked for, and the pod goes into
# CrashLoopBackOff.
volume: {}
# The folder within the volume that holds maps/. Empty: the volume's root.
subPath: ""
# A custom_maps folder of its own (Custom Edition maps with bitmaps.map, sounds.map and loc.map),
# mounted read-only at /custom_maps (HALO_CUSTOM_MAPS_ROOT). Optional: without one the server uses
# gameData's custom_maps/.
customMaps:
existingClaim: ""
nfs:
server: ""
path: ""
volume: {}
subPath: ""
# The server's settings, as its HALO_* environment variables (docs/dedicated_server.md and
# port/linux/README.md, "Dedicated server"). A value given here wins over config.toml, and sv_set
# and the web page's settings cannot change it. Each is unset by default (empty, or null): the
# setting is then config.toml's, or the server's default (named below), and can be changed from
# the web page.
server:
# server.name: 15 characters of printable ASCII (default "OpenCE Server").
name: ""
# server.rotation: map[:gametype[+rule=value...]] entries, played in turn, e.g.
# [bloodgulch:ctf, sidewinder:team_slayer, prisoner:slayer] (the default).
rotation: []
# server.max_players: 2 to 127 (default 16).
maxPlayers: null
# server.public: list the server in everyone's server browser (default true).
public: null
# server.lobby_seconds (default 15).
lobbySeconds: null
# server.motd: a notice each player is shown on joining.
motd: ""
# server.log_format: text or json (default text).
logFormat: ""
# server.instance and server.region, as the master servers list them.
instance: ""
region: ""
# server.master_publish: publish the server to the official master servers (needs a publisher
# key, below; default true).
masterPublish: null
# server.password: the password the server browser asks for. value, or a key of an existing
# Secret; empty for none.
password:
value: ""
existingSecret: ""
key: password
# The master servers' publisher key (HALO_SERVER_PUBLISHER_KEY): the 64 hex characters of the seed
# halo --server --keygen writes. value, or a key of an existing Secret; empty: the state volume's
# publisher.key, if there is one.
publisherKey:
value: ""
existingSecret: ""
key: publisher-key
# The web page, its API and the remote console (server.web_port), on which the probes ask
# GET /healthz. 0 turns them off, and the probes with them.
web:
port: 8080
# The admin password (server.web_password, 8 characters or more), from existingSecret's key, else
# from password, else made at the first install and kept in the chart's Secret. The made one is
# found again with lookup on upgrades, which helm template and GitOps tools (Argo CD, Flux's
# dry runs) cannot do: they make a new one at each render. Give password or existingSecret
# there (README.md, "Web password").
password: ""
existingSecret: ""
key: web-password
# server.web_moderator_password, from the same Secret's moderatorKey when it has one.
moderatorPassword: ""
moderatorKey: web-moderator-password
# A ClusterIP Service for the web port, for an Ingress (with TLS) or kubectl port-forward.
service:
enabled: true
port: 8080
annotations: {}
network:
# network.tunnel_port: the UDP port of internet play, which the Service exposes.
tunnelPort: 2302
# network.public_address: host[:port] players reach the tunnel port at, when the cluster is behind
# a NAT that STUN cannot see through. Empty: what STUN finds.
publicAddress: ""
# More environment variables, as in a pod spec ({name, value} or {name, valueFrom}); they come after
# the chart's, so the same name overrides it.
extraEnv: []
# /state: config.toml (HALO_CONFIG_FILE), publisher.key, the save root with its map cache (about
# 115 MB for the multiplayer maps), the logs. Without persistence an emptyDir: the cache is built
# again at each start, and settings changed from the web page are lost.
persistence:
enabled: false
existingClaim: ""
size: 2Gi
storageClass: ""
accessModes:
- ReadWriteOnce
annotations: {}
emptyDirSizeLimit: 1Gi
# The tunnel port's Service. Players reach it from outside the cluster, so a real deployment needs
# LoadBalancer or NodePort.
service:
type: LoadBalancer
port: 2302
nodePort: ""
annotations: {}
labels: {}
# Local keeps the players' own addresses (no SNAT to a node), which bans and the server's limits
# rely on.
externalTrafficPolicy: Local
loadBalancerClass: ""
loadBalancerSourceRanges: []
strategy:
type: Recreate
resources:
requests:
cpu: 100m
memory: 192Mi
limits:
memory: 600Mi
# The image is 32-bit x86 Linux code, which runs on amd64 nodes only.
nodeSelector:
kubernetes.io/os: linux
kubernetes.io/arch: amd64
affinity: {}
tolerations: []
priorityClassName: ""
podAnnotations: {}
podLabels: {}
# SIGTERM ends the game in progress, tells the players and exits 0; a second signal, or 5 seconds
# on, exits at once.
terminationGracePeriodSeconds: 15
podSecurityContext:
runAsNonRoot: true
runAsUser: 10001
runAsGroup: 10001
fsGroup: 10001
seccompProfile:
type: RuntimeDefault
securityContext:
allowPrivilegeEscalation: false
readOnlyRootFilesystem: true
capabilities:
drop: ["ALL"]
# GET /healthz on the web port: 200 while the server hosts (lobby, loading, playing, postgame) and
# its frames run. Each probe's fields override these; enabled: false drops it.
probes:
startup:
enabled: true
periodSeconds: 2
failureThreshold: 60
timeoutSeconds: 2
readiness:
enabled: true
periodSeconds: 10
failureThreshold: 3
timeoutSeconds: 2
liveness:
enabled: true
periodSeconds: 20
failureThreshold: 3
timeoutSeconds: 3
networkPolicy:
enabled: true
# Who may reach the tunnel port. Empty: anyone (players are on the internet).
from: []
# Who may reach the web port, as NetworkPolicy peers (an Ingress controller's namespace, say).
# Empty: no pod; kubectl port-forward and the kubelet's probes still reach it.
webFrom: []
dns:
to:
- namespaceSelector:
matchLabels:
kubernetes.io/metadata.name: kube-system
podSelector:
matchLabels:
k8s-app: kube-dns
# The internet: TCP to the MQTT brokers (1883) and the master servers (443), and UDP to anywhere
# (STUN, and the players' own ports). The private ranges are excepted.
internet:
cidr: 0.0.0.0/0
except:
- 10.0.0.0/8
- 172.16.0.0/12
- 192.168.0.0/16
- 100.64.0.0/10
- 169.254.0.0/16
tcpPorts:
- 1883
- 443
udp: true
extraIngress: []
extraEgress: []
# More objects to render with the release (templated).
extraObjects: []
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@@ -1,31 +0,0 @@
# init.txt: commands a dedicated server runs once at its start, one a line,
# as if typed at its console (docs/dedicated_server.md, "Commands"). Copy
# this file to init.txt in the data folder (server.init_file), and take the
# "# " off the lines you want. Lines starting with # or ; are comments.
#
# Settings are better given in config.toml or as HALO_* variables; these are
# for what changes from one start to the next.
# The rotation, replacing server.rotation (and written to it):
# sv_rotation_set bloodgulch:ctf, sidewinder:team_slayer+score=50, hangemhigh:king_moving
# sv_rotation_add prisoner:slayer+time=10
# sv_rotation_begin 2
# The game's name, players and notice (sv_set of the server.* settings):
# sv_name My server
# sv_maxplayers 12
# sv_motd Welcome. Be nice; admins are watching.
# sv_public 1
# sv_password secret
# Any setting the server lists in sv_settings:
# sv_set server.lobby_seconds 20
# sv_set server.empty_seconds 60
# A first game other than the rotation's, which goes on after it:
# sv_map bloodgulch ctf_classic
# The state of the server, in the log:
# sv_status
# The game's own console commands run too, with the owner's role.
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# The dedicated server on MCSManager
`mcsmanager-config.json` holds two MCSManager quick-install entries for the
dedicated server (`docs/dedicated_server.md`). Each unzips a release's
`halo-linux-release.zip` into the instance's folder and runs
`./halo --server` there, stopped with `quit`.
| Entry | How it runs |
| --- | --- |
| Host | On the node itself, which needs the 32-bit C runtime (Debian and Ubuntu: `dpkg --add-architecture i386 && apt install libc6:i386`) |
| Docker | In a container of `ghcr.io/ptero-eggs/games:source` (Debian 12 with the 32-bit libraries), the instance's folder mounted at `/workspace` |
## Using it
1. Add the entries to the node's quick-install list, and create an
instance from one.
2. Upload the `maps/` folder of your own copy of the game into the
instance's folder. Without `maps/ui.map` and the rotation's maps the
server exits with code 2 and says which maps it looked for.
3. Start it.
## Folders
The Docker entry's container is made again at each start, so it sets
`HALO_SAVE_ROOT=/workspace/saves` and `HALO_LOG_ROOT=/workspace/logs`: the
save root with the map cache (about 115 MB, built at the first start) and
the logs stay in the instance's folder rather than in the container. The
host entry keeps the save root in the home folder of the daemon's user
(`~/.local/share/halo-linux`), which every host instance of that user
shares; give each its own with
`HALO_SAVE_ROOT=saves` (in the instance's environment, or as
`env HALO_SAVE_ROOT=saves ./halo --server` for its start command).
`config.toml` is written beside `halo` at the first start.
## Ports
UDP 2302 is the tunnel port, the one players need; the web page, its API
and the remote console are on 127.0.0.1:8080. A second instance on the node
needs ports of its own: `HALO_NET_TUNNEL_PORT` and `HALO_SERVER_WEB_PORT`,
and for the Docker entry its published ports to match.
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@@ -1,139 +0,0 @@
{
"_comment": "MCSManager quick-install entries for the OpenCE dedicated server (docs/dedicated_server.md). Each package unzips the release into the instance's folder; put the maps/ folder of your own copy of the game beside halo before the first start. Settings: config.toml beside halo, written at the first start, or HALO_* variables.",
"languages": [
{
"label": "English",
"value": "en_us"
}
],
"packages": [
{
"language": "en_us",
"platform": "Linux",
"title": "OpenCE Dedicated Server",
"category": "Halo: Combat Evolved",
"runtime": "Linux x86-64 with 32-bit libraries",
"hardware": "1 CPU core, 600 MB of memory",
"size": "45 MB, and the game data you upload",
"author": "OpenCE",
"targetLink": "https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip",
"description": "The dedicated server run on the node itself, which needs the 32-bit C runtime (Debian and Ubuntu: dpkg --add-architecture i386 && apt install libc6:i386). Open UDP 2302; the web page is on http://127.0.0.1:8080/.",
"remark": "Host",
"setupInfo": {
"nickname": "OpenCE Dedicated Server",
"startCommand": "./halo --server",
"stopCommand": "quit",
"ie": "utf-8",
"oe": "utf-8",
"type": "universal",
"tag": [
"halo",
"opence"
],
"processType": "general",
"updateCommand": "",
"crlf": 1,
"actionCommandList": [
{
"name": "Status",
"command": "sv_status"
},
{
"name": "Players",
"command": "sv_players"
},
{
"name": "Next map",
"command": "sv_map_next"
},
{
"name": "Reload settings",
"command": "sv_reload"
}
],
"eventTask": {
"autoStart": false,
"autoRestart": true,
"ignore": false
},
"terminalOption": {
"haveColor": false,
"pty": false
}
}
},
{
"language": "en_us",
"platform": "Linux",
"title": "OpenCE Dedicated Server",
"category": "Halo: Combat Evolved",
"runtime": "Linux x86-64 with 32-bit libraries",
"hardware": "1 CPU core, 600 MB of memory",
"size": "45 MB, and the game data you upload",
"author": "OpenCE",
"targetLink": "https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip",
"description": "The dedicated server in a container of ghcr.io/ptero-eggs/games:source (Debian 12 with the 32-bit libraries), the instance's folder mounted as its working folder; the save root (with the map cache) and the logs are kept in it, as the container is made again at each start. Publishes UDP 2302 and the web page on the node's 127.0.0.1:8080 (each instance on a node needs ports of its own).",
"remark": "Docker",
"setupInfo": {
"nickname": "OpenCE Dedicated Server",
"startCommand": "./halo --server",
"stopCommand": "quit",
"ie": "utf-8",
"oe": "utf-8",
"type": "universal",
"tag": [
"halo",
"opence"
],
"processType": "docker",
"updateCommand": "",
"crlf": 1,
"actionCommandList": [
{
"name": "Status",
"command": "sv_status"
},
{
"name": "Players",
"command": "sv_players"
},
{
"name": "Next map",
"command": "sv_map_next"
},
{
"name": "Reload settings",
"command": "sv_reload"
}
],
"eventTask": {
"autoStart": false,
"autoRestart": true,
"ignore": false
},
"terminalOption": {
"haveColor": false,
"pty": false
},
"docker": {
"image": "ghcr.io/ptero-eggs/games:source",
"ports": [
"2302:2302/udp",
"127.0.0.1:8080:8080/tcp"
],
"extraVolumes": [],
"networkMode": "bridge",
"networkAliases": [],
"env": [
"HALO_SERVER_WEB_BIND=0.0.0.0",
"HALO_SAVE_ROOT=/workspace/saves",
"HALO_LOG_ROOT=/workspace/logs"
],
"memory": 600,
"workingDir": "/workspace/",
"changeWorkdir": true
}
}
}
]
}
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# The dedicated server on Pterodactyl and Pelican
`egg-opence-dedicated-server.json` is an egg (`PTDL_v2`) that installs a
release of OpenCE from GitHub and runs it as a dedicated server
(`docs/dedicated_server.md`). Pelican imports the same file.
## Importing it
1. Admin > Nests (Pelican: Eggs) > Import Egg, and choose the file.
2. Create a server with the egg. Its primary allocation is the tunnel port
(`network.tunnel_port`, UDP): the one port players need, from 1025 up
(the container cannot bind lower ports).
3. Upload the game data: the `maps/` folder of your own copy of the game
(port/linux/README.md, "Game data"), into the server's folder over SFTP
(the panel's SFTP details, on the Settings tab). Without `maps/ui.map`
and the rotation's maps the server stops at once with exit code 2 and
says which maps it looked for.
4. Start it. The panel shows it running once it prints its ready line
(`server: ready`, or `"msg":"ready (` with `server.log_format = "json"`).
## Files
| Path (in `/home/container`) | What |
| --- | --- |
| `halo`, `halo-server`, `libSDL3.so.0`, `brokers.txt`, `masters.txt`, the licences | The release (replaced on Reinstall) |
| `maps/` | The game data (yours) |
| `custom_maps/` | Custom Edition maps, with `bitmaps.map`, `sounds.map` and `loc.map` (shared with players who join) |
| `gametypes/*.toml` | Gametypes of your own (the release adds examples, never replacing yours) |
| `init.txt` | Commands run at each start (`init.txt.example` has examples) |
| `config.toml` | Every setting, written at the first start |
| `publisher.key` | The master servers' key: made by `./halo --server --keygen` on any machine with the release and uploaded, or given as the Publisher key variable instead |
| `logs/` | `debug.txt`, `bans.txt`, `cheaters.txt` |
Reinstall (Settings tab) downloads the release again, the one the Release
variable names, and keeps `config.toml`, `init.txt`, `publisher.key`,
`gametypes/`, `custom_maps/`, `maps/` and `logs/`.
## Variables
Every variable is one of the server's settings, by its environment name
(docs/dedicated_server.md and port/linux/README.md, "Dedicated server"). A
variable wins over `config.toml`, and the web page's settings cannot
change it.
| Variable | Setting |
| --- | --- |
| Release (`OPENCE_RELEASE`) | `latest` or a tag (`build-206`); used by Reinstall |
| Server name (`HALO_SERVER_NAME`) | `server.name`, 15 characters |
| Rotation (`HALO_SERVER_ROTATION`) | `server.rotation` |
| Max players (`HALO_SERVER_MAX_PLAYERS`) | `server.max_players` |
| Join password (`HALO_SERVER_PASSWORD`) | `server.password` |
| Public (`HALO_SERVER_PUBLIC`) | `server.public` |
| Message of the day (`HALO_SERVER_MOTD`) | `server.motd` |
| Lobby seconds (`HALO_SERVER_LOBBY_SECONDS`) | `server.lobby_seconds` |
| Web UI port (`HALO_SERVER_WEB_PORT`) | `server.web_port`; 0 for none |
| Web UI password (`HALO_SERVER_WEB_PASSWORD`) | `server.web_password` |
| Public address (`HALO_NET_PUBLIC_ADDRESS`) | `network.public_address` |
| Publisher key (`HALO_SERVER_PUBLISHER_KEY`) | The master servers' key itself, in place of `publisher.key` |
| Instance name (`HALO_SERVER_INSTANCE`) | `server.instance` |
| Region (`HALO_SERVER_REGION`) | `server.region` |
| Log format (`HALO_SERVER_LOG_FORMAT`) | `server.log_format` |
The startup command sets `HALO_NET_TUNNEL_PORT` to the primary allocation's
port and `HALO_LOG_ROOT` to `logs/`. Two variables are the administrator's
only: Web UI bind (`0.0.0.0`, as the allocation's address is the node's,
not the container's) and GitHub repository (`OpenCommunityEdition/OpenCE`).
## The web page
The admin page, its API and the remote console need a second allocation:
the node's administrator adds one to the server (or raises its allocation
limit so the owner can, on the Network tab). Give its port as Web UI port
and a password of 8 characters or more as Web UI password, restart, and
open `http://<allocation address>:<port>/`. The page has no TLS of its own:
put it behind a reverse proxy with HTTPS for anything but a private network.
## Stopping and restarting
The panel's Stop sends SIGINT, which the server takes as SIGTERM: the game
in progress goes to its postgame, the players are told, the listing is
withdrawn, and it exits 0. The console's `quit` command does the same, but
Wings counts an exit it did not ask for as a crash and starts the server
again; use Stop. `sv_restart` exits with code 5, which Wings also takes as a
crash and restarts, which is what it asks for.
Updates: `server.auto_update` is for servers that own their files; on a
panel, change the Release variable (or keep `latest`) and Reinstall, by hand
or as a schedule.
## Checking the egg
`python tools/egg_build.py` copies `install.sh` into the egg and checks it;
`python -m pytest -q tools/test_egg.py` checks the egg and runs `install.sh`
in a `debian:bookworm-slim` container against a release served locally.
@@ -1,203 +0,0 @@
{
"_comment": "DO NOT EDIT: FILE GENERATED AUTOMATICALLY BY PTERODACTYL PANEL - PTERODACTYL.IO",
"meta": {
"version": "PTDL_v2",
"update_url": null
},
"exported_at": "2026-10-24T00:00:00+00:00",
"name": "OpenCE Dedicated Server",
"author": "opence@halocombatevolved.com",
"description": "A dedicated server of OpenCE, the port of Halo: Combat Evolved: hosts multiplayer games one after another, with no window, sound or player of its own. Installs a release from GitHub. The game data is yours to upload: put the maps/ folder of your own copy of the game in the server's folder over SFTP; the server does not start without it.",
"features": [],
"docker_images": {
"Debian 12 with 32-bit libraries (Pterodactyl)": "ghcr.io/ptero-eggs/games:source",
"Debian 12 with 32-bit libraries (Pelican)": "ghcr.io/pelican-eggs/games:source"
},
"file_denylist": [],
"startup": "HALO_NET_TUNNEL_PORT={{SERVER_PORT}} HALO_LOG_ROOT=/home/container/logs ./halo --server",
"config": {
"files": "{}",
"startup": "{\r\n \"done\": [\r\n \"server: ready\",\r\n \"\\\"msg\\\":\\\"ready (\"\r\n ]\r\n}",
"logs": "{}",
"stop": "^C"
},
"scripts": {
"installation": {
"script": "#!/bin/bash\n# The OpenCE dedicated server egg's installation script (Pterodactyl and\n# Pelican), run as root in ghcr.io/ptero-eggs/installers:debian with the\n# server's folder at /mnt/server. tools/egg_build.py copies it into\n# egg-opence-dedicated-server.json.\n#\n# OPENCE_RELEASE: \"latest\" or a release tag (build-206).\n# OPENCE_REPOSITORY: the GitHub repository (owner/name) to download from.\n#\n# A reinstall replaces the release's files and keeps the owner's:\n# config.toml, init.txt, publisher.key, gametypes/, custom_maps/, maps/ and\n# logs/. The panel ignores this script's exit code, so each failure says\n# what went wrong.\n\nset -u\n\nSERVER_DIR=\"${SERVER_DIR:-/mnt/server}\"\nRELEASE=\"${OPENCE_RELEASE:-latest}\"\nREPOSITORY=\"${OPENCE_REPOSITORY:-OpenCommunityEdition/OpenCE}\"\nGITHUB_URL=\"${OPENCE_GITHUB_URL:-https://github.com}\"\nGITHUB_API=\"${OPENCE_GITHUB_API:-https://api.github.com}\"\nASSET=halo-linux-release.zip\n\nfail() {\n\techo \"INSTALL FAILED: $*\"\n\texit 1\n}\n\nif ! [[ \"$REPOSITORY\" =~ ^[A-Za-z0-9._-]+/[A-Za-z0-9._-]+$ ]]; then\n\tfail \"the repository \\\"$REPOSITORY\\\" is not owner/name\"\nfi\nif [ -z \"$RELEASE\" ] || [ \"$RELEASE\" = latest ]; then\n\t# (no API call, so no rate limit)\n\turl=\"$GITHUB_URL/$REPOSITORY/releases/latest/download/$ASSET\"\nelse\n\tif ! [[ \"$RELEASE\" =~ ^[A-Za-z0-9._-]+$ ]]; then\n\t\tfail \"the release \\\"$RELEASE\\\" is not a tag name (build-206) or latest\"\n\tfi\n\techo \"Looking up release $RELEASE of $REPOSITORY\"\n\trelease_json=\"$(curl -fsSL --retry 3 -H 'Accept: application/vnd.github+json' \\\n\t\t\"$GITHUB_API/repos/$REPOSITORY/releases/tags/$RELEASE\")\" \\\n\t\t|| fail \"no release $RELEASE in $REPOSITORY (or GitHub's API did not answer)\"\n\turl=\"$(printf '%s' \"$release_json\" | jq -r --arg name \"$ASSET\" \\\n\t\t'[.assets[]? | select(.name == $name) | .browser_download_url][0] // empty')\"\n\t[ -n \"$url\" ] || fail \"release $RELEASE has no $ASSET\"\nfi\n\nmkdir -p \"$SERVER_DIR\" || fail \"cannot make $SERVER_DIR\"\ncd \"$SERVER_DIR\" || fail \"cannot enter $SERVER_DIR\"\n\nwork=\"$(mktemp -d)\" || fail \"cannot make a temporary folder\"\ntrap 'rm -rf \"$work\"' EXIT\n\necho \"Downloading $url\"\ncurl -fL --retry 3 --progress-bar -o \"$work/$ASSET\" \"$url\" || fail \"the download of $url failed\"\nunzip -tq \"$work/$ASSET\" > /dev/null || fail \"$ASSET is not a zip file\"\nmkdir \"$work/release\"\nunzip -q \"$work/$ASSET\" -d \"$work/release\" || fail \"cannot unzip $ASSET\"\n[ -f \"$work/release/halo\" ] || fail \"$ASSET has no halo executable\"\n\n# the release's files, over the old release's; the owner's are never in it,\n# and gametypes/ only adds the examples not already there\nfor entry in \"$work/release\"/* \"$work/release\"/.[!.]*; do\n\t[ -e \"$entry\" ] || continue\n\tname=\"$(basename \"$entry\")\"\n\tcase \"$name\" in\n\tconfig.toml | init.txt | publisher.key | custom_maps | maps | logs)\n\t\tcontinue\n\t\t;;\n\tgametypes)\n\t\tmkdir -p gametypes\n\t\tcp -rn \"$entry\"/. gametypes/\n\t\tcontinue\n\t\t;;\n\tesac\n\trm -rf \"./$name\"\n\tcp -a \"$entry\" \"./$name\" || fail \"cannot copy $name\"\ndone\n\nchmod 0755 halo\nif [ ! -f halo-server ]; then\n\tprintf '#!/bin/sh\\nexec \"$(dirname \"$0\")/halo\" --server \"$@\"\\n' > halo-server\nfi\nchmod 0755 halo-server\nmkdir -p maps custom_maps gametypes logs\n\necho \"Checking that the server runs\"\nif version=\"$(HOME=\"$work\" HALO_SAVE_ROOT=\"$work/saves\" timeout 30 ./halo --version 2>&1)\"; then\n\techo \"$version\"\nelse\n\techo \"WARNING: ./halo --version did not run. The server needs the 32-bit C runtime\"\n\techo \"WARNING: (the egg's ghcr.io/ptero-eggs/games:source image has it):\"\n\techo \"$version\"\nfi\n\nif [ ! -f maps/ui.map ]; then\n\techo \"No game data yet: upload your maps/ folder (ui.map and the multiplayer maps)\"\n\techo \"over SFTP into the server's folder before starting it.\"\nfi\necho \"Installation completed\"\n",
"container": "ghcr.io/ptero-eggs/installers:debian",
"entrypoint": "bash"
}
},
"variables": [
{
"name": "Release",
"description": "A release tag (build-206) or latest. A change takes effect on Reinstall (Settings tab), which keeps config.toml, init.txt, gametypes/, custom_maps/ and maps/.",
"env_variable": "OPENCE_RELEASE",
"default_value": "latest",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|max:40|regex:/^[A-Za-z0-9._-]+$/",
"field_type": "text"
},
{
"name": "Server name",
"description": "The game's name in the lobby and the server browser: 15 characters of printable ASCII.",
"env_variable": "HALO_SERVER_NAME",
"default_value": "OpenCE Server",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|max:15|regex:/^[\\x20-\\x7E]+$/",
"field_type": "text"
},
{
"name": "Rotation",
"description": "The games played one after another, separated by commas: map:gametype, with +rule=value after a gametype (bloodgulch:ctf, sidewinder:team_slayer+score=50). A gametype is a built-in's name or a gametypes/<name>.toml of yours.",
"env_variable": "HALO_SERVER_ROTATION",
"default_value": "bloodgulch:ctf, sidewinder:team_slayer, prisoner:slayer",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|max:4096",
"field_type": "text"
},
{
"name": "Max players",
"description": "2 to 127.",
"env_variable": "HALO_SERVER_MAX_PLAYERS",
"default_value": "16",
"user_viewable": true,
"user_editable": true,
"rules": "required|integer|between:2,127",
"field_type": "text"
},
{
"name": "Join password",
"description": "The password the server browser asks for; empty for none. The invite link joins without it.",
"env_variable": "HALO_SERVER_PASSWORD",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|max:64",
"field_type": "text"
},
{
"name": "Public",
"description": "List the server in everyone's server browser.",
"env_variable": "HALO_SERVER_PUBLIC",
"default_value": "true",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|in:true,false",
"field_type": "text"
},
{
"name": "Message of the day",
"description": "A notice each player is shown on joining (127 characters); empty for none.",
"env_variable": "HALO_SERVER_MOTD",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|max:127",
"field_type": "text"
},
{
"name": "Lobby seconds",
"description": "Seconds the lobby counts down before each game (0 to 300).",
"env_variable": "HALO_SERVER_LOBBY_SECONDS",
"default_value": "15",
"user_viewable": true,
"user_editable": true,
"rules": "required|integer|between:0,300",
"field_type": "text"
},
{
"name": "Web UI port",
"description": "0: no web page. Else the port of an additional allocation (Network tab) for the admin page, its API and the remote console, at http://<allocation address>:<port>/; it needs a web UI password.",
"env_variable": "HALO_SERVER_WEB_PORT",
"default_value": "0",
"user_viewable": true,
"user_editable": true,
"rules": "required|integer|between:0,65535",
"field_type": "text"
},
{
"name": "Web UI password",
"description": "The admin password of the web page, 8 characters or more.",
"env_variable": "HALO_SERVER_WEB_PASSWORD",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|min:8|max:64",
"field_type": "text"
},
{
"name": "Public address",
"description": "host[:port] offered to joiners first, for a node behind a NAT that STUN cannot see through; usually empty.",
"env_variable": "HALO_NET_PUBLIC_ADDRESS",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|max:253",
"field_type": "text"
},
{
"name": "Publisher key",
"description": "Your approved key for the master servers that list dedicated servers: the 64 hex characters of the seed ./halo --server --keygen writes to publisher.key. Empty: the key file, if there is one; the server is not listed on the masters without one.",
"env_variable": "HALO_SERVER_PUBLISHER_KEY",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|regex:/^[0-9a-f]{64}$/",
"field_type": "text"
},
{
"name": "Instance name",
"description": "Tells this server from your others on the master servers: letters, digits, dashes.",
"env_variable": "HALO_SERVER_INSTANCE",
"default_value": "main",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|alpha_dash|max:32",
"field_type": "text"
},
{
"name": "Region",
"description": "A label in the server browser (eu, na-east); empty for none.",
"env_variable": "HALO_SERVER_REGION",
"default_value": "",
"user_viewable": true,
"user_editable": true,
"rules": "nullable|string|alpha_dash|max:16",
"field_type": "text"
},
{
"name": "Log format",
"description": "The console's lines: text, or json for a log collector.",
"env_variable": "HALO_SERVER_LOG_FORMAT",
"default_value": "text",
"user_viewable": true,
"user_editable": true,
"rules": "required|string|in:text,json",
"field_type": "text"
},
{
"name": "Web UI bind",
"description": "The container's address the web port listens on: all of them, as the allocation's address is the node's.",
"env_variable": "HALO_SERVER_WEB_BIND",
"default_value": "0.0.0.0",
"user_viewable": false,
"user_editable": false,
"rules": "required|string|in:0.0.0.0",
"field_type": "text"
},
{
"name": "GitHub repository",
"description": "owner/name the installation downloads the release from.",
"env_variable": "OPENCE_REPOSITORY",
"default_value": "OpenCommunityEdition/OpenCE",
"user_viewable": false,
"user_editable": false,
"rules": "required|string|max:100|regex:/^[A-Za-z0-9._-]+\\/[A-Za-z0-9._-]+$/",
"field_type": "text"
}
]
}
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#!/bin/bash
# The OpenCE dedicated server egg's installation script (Pterodactyl and
# Pelican), run as root in ghcr.io/ptero-eggs/installers:debian with the
# server's folder at /mnt/server. tools/egg_build.py copies it into
# egg-opence-dedicated-server.json.
#
# OPENCE_RELEASE: "latest" or a release tag (build-206).
# OPENCE_REPOSITORY: the GitHub repository (owner/name) to download from.
#
# A reinstall replaces the release's files and keeps the owner's:
# config.toml, init.txt, publisher.key, gametypes/, custom_maps/, maps/ and
# logs/. The panel ignores this script's exit code, so each failure says
# what went wrong.
set -u
SERVER_DIR="${SERVER_DIR:-/mnt/server}"
RELEASE="${OPENCE_RELEASE:-latest}"
REPOSITORY="${OPENCE_REPOSITORY:-OpenCommunityEdition/OpenCE}"
GITHUB_URL="${OPENCE_GITHUB_URL:-https://github.com}"
GITHUB_API="${OPENCE_GITHUB_API:-https://api.github.com}"
ASSET=halo-linux-release.zip
fail() {
echo "INSTALL FAILED: $*"
exit 1
}
if ! [[ "$REPOSITORY" =~ ^[A-Za-z0-9._-]+/[A-Za-z0-9._-]+$ ]]; then
fail "the repository \"$REPOSITORY\" is not owner/name"
fi
if [ -z "$RELEASE" ] || [ "$RELEASE" = latest ]; then
# (no API call, so no rate limit)
url="$GITHUB_URL/$REPOSITORY/releases/latest/download/$ASSET"
else
if ! [[ "$RELEASE" =~ ^[A-Za-z0-9._-]+$ ]]; then
fail "the release \"$RELEASE\" is not a tag name (build-206) or latest"
fi
echo "Looking up release $RELEASE of $REPOSITORY"
release_json="$(curl -fsSL --retry 3 -H 'Accept: application/vnd.github+json' \
"$GITHUB_API/repos/$REPOSITORY/releases/tags/$RELEASE")" \
|| fail "no release $RELEASE in $REPOSITORY (or GitHub's API did not answer)"
url="$(printf '%s' "$release_json" | jq -r --arg name "$ASSET" \
'[.assets[]? | select(.name == $name) | .browser_download_url][0] // empty')"
[ -n "$url" ] || fail "release $RELEASE has no $ASSET"
fi
mkdir -p "$SERVER_DIR" || fail "cannot make $SERVER_DIR"
cd "$SERVER_DIR" || fail "cannot enter $SERVER_DIR"
work="$(mktemp -d)" || fail "cannot make a temporary folder"
trap 'rm -rf "$work"' EXIT
echo "Downloading $url"
curl -fL --retry 3 --progress-bar -o "$work/$ASSET" "$url" || fail "the download of $url failed"
unzip -tq "$work/$ASSET" > /dev/null || fail "$ASSET is not a zip file"
mkdir "$work/release"
unzip -q "$work/$ASSET" -d "$work/release" || fail "cannot unzip $ASSET"
[ -f "$work/release/halo" ] || fail "$ASSET has no halo executable"
# the release's files, over the old release's; the owner's are never in it,
# and gametypes/ only adds the examples not already there
for entry in "$work/release"/* "$work/release"/.[!.]*; do
[ -e "$entry" ] || continue
name="$(basename "$entry")"
case "$name" in
config.toml | init.txt | publisher.key | custom_maps | maps | logs)
continue
;;
gametypes)
mkdir -p gametypes
cp -rn "$entry"/. gametypes/
continue
;;
esac
rm -rf "./$name"
cp -a "$entry" "./$name" || fail "cannot copy $name"
done
chmod 0755 halo
if [ ! -f halo-server ]; then
printf '#!/bin/sh\nexec "$(dirname "$0")/halo" --server "$@"\n' > halo-server
fi
chmod 0755 halo-server
mkdir -p maps custom_maps gametypes logs
echo "Checking that the server runs"
if version="$(HOME="$work" HALO_SAVE_ROOT="$work/saves" timeout 30 ./halo --version 2>&1)"; then
echo "$version"
else
echo "WARNING: ./halo --version did not run. The server needs the 32-bit C runtime"
echo "WARNING: (the egg's ghcr.io/ptero-eggs/games:source image has it):"
echo "$version"
fi
if [ ! -f maps/ui.map ]; then
echo "No game data yet: upload your maps/ folder (ui.map and the multiplayer maps)"
echo "over SFTP into the server's folder before starting it."
fi
echo "Installation completed"
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# The dedicated server on PufferPanel
`template.json` is a PufferPanel template for the dedicated server
(`docs/dedicated_server.md`), run in PufferPanel's host environment: it
downloads a release's `halo-linux-release.zip` into the server's folder,
runs `./halo --server` there, and stops it by writing `quit` to its
standard input.
## Using it
1. The node needs the 32-bit C runtime (Debian and Ubuntu:
`dpkg --add-architecture i386 && apt install libc6:i386`). The template
mounts `/lib32` and `/usr/lib32` into PufferPanel's sandbox, which does
not otherwise; without them the 32-bit `halo` cannot start.
2. Add the template (Templates, New, and paste the file), and create a
server from it.
3. Upload the `maps/` folder of your own copy of the game into the
server's folder. Without `maps/ui.map` and the rotation's maps the server
exits with code 2 and says which maps it looked for.
4. Start it.
## Ports
The **Tunnel port** (UDP, 2302 by default) is the one port players need.
The **Web UI port** is the web page, its API and the remote console, on
127.0.0.1 only. Its default is 8090, because PufferPanel itself listens on
8080. Each server on a node needs a tunnel port and a web port of its own
(or a web port of 0, for none).
## Files
Everything the server writes stays in its folder: `config.toml` (every
setting, written at the first start, with the web page's admin password if
none was given), `saves/` (`HALO_SAVE_ROOT`: the profiles and the map cache,
about 115 MB, built at the first start), `logs/` (`HALO_LOG_ROOT`:
`debug.txt`, `bans.txt`, `cheaters.txt`) and `status.json`
(`server.status_file`, the status every 2 seconds).
The template's variables are passed as `HALO_*` variables, which win over
`config.toml`: `sv_set` and the web page cannot change those settings.
## PufferPanel versions
The template is in the format of PufferPanel 2's templates (`run.command`
as a string, `run.stop` as the command written to standard input). We have
not confirmed how PufferPanel 3 imports it, nor the form of its standard
input settings; if a server made from it on PufferPanel 3 does not stop
with `quit`, set its stop to send `quit` to standard input (or SIGTERM,
which the server takes as well) in the server's settings.
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{
"type": "opence",
"display": "OpenCE Dedicated Server",
"install": [
{
"type": "download",
"files": [
"${release_url}"
]
},
{
"type": "command",
"commands": [
"unzip -o halo-linux-release.zip",
"rm -f halo-linux-release.zip",
"chmod 0755 halo halo-server",
"mkdir -p maps custom_maps gametypes saves logs",
"./halo --version"
]
}
],
"run": {
"command": "./halo --server",
"stop": "quit",
"workingDirectory": "",
"pre": [],
"post": [],
"environmentVars": {
"HALO_NET_TUNNEL_PORT": "${port}",
"HALO_SERVER_NAME": "${name}",
"HALO_SERVER_ROTATION": "${rotation}",
"HALO_SERVER_MAX_PLAYERS": "${max_players}",
"HALO_SERVER_PUBLIC": "${public}",
"HALO_SERVER_WEB_PORT": "${web_port}",
"HALO_SERVER_LOG_FORMAT": "${log_format}",
"HALO_SERVER_STATUS_FILE": "status.json",
"HALO_SAVE_ROOT": "saves",
"HALO_LOG_ROOT": "logs"
},
"autostart": false,
"autorecover": true,
"autorestart": false
},
"data": {
"release_url": {
"type": "string",
"display": "Release",
"desc": "The release's halo-linux-release.zip: .../releases/latest/download/halo-linux-release.zip, or .../releases/download/<tag>/halo-linux-release.zip. Used when the server is installed again.",
"required": true,
"value": "https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip",
"userEdit": true
},
"port": {
"type": "integer",
"display": "Tunnel port",
"desc": "The UDP port of internet play (network.tunnel_port), the one port players need.",
"required": true,
"value": 2302,
"userEdit": true
},
"name": {
"type": "string",
"display": "Server name",
"desc": "The game's name in the server browser: 15 characters of printable ASCII.",
"required": true,
"value": "OpenCE Server",
"userEdit": true
},
"rotation": {
"type": "string",
"display": "Rotation",
"desc": "The games played one after another: map:gametype entries separated by commas.",
"required": true,
"value": "bloodgulch:ctf, sidewinder:team_slayer, prisoner:slayer",
"userEdit": true
},
"max_players": {
"type": "integer",
"display": "Max players",
"desc": "2 to 127.",
"required": true,
"value": 16,
"userEdit": true
},
"public": {
"type": "boolean",
"display": "Public",
"desc": "List the server in everyone's server browser.",
"required": true,
"value": true,
"userEdit": true
},
"web_port": {
"type": "integer",
"display": "Web UI port",
"desc": "The web page, its API and the remote console, on 127.0.0.1 (server.web_port); 0 for none. Each server on a node needs a port of its own, and not PufferPanel's own (8080). The admin password is printed at the first start and kept in config.toml.",
"required": true,
"value": 8090,
"userEdit": true
},
"log_format": {
"type": "option",
"display": "Log format",
"desc": "The console's lines.",
"required": true,
"value": "text",
"userEdit": true,
"options": [
{
"value": "text",
"display": "Text"
},
{
"value": "json",
"display": "JSON"
}
]
}
},
"environment": {
"type": "host",
"mounts": [
"/lib32",
"/usr/lib32"
]
},
"supportedEnvironments": [
{
"type": "host",
"mounts": [
"/lib32",
"/usr/lib32"
]
}
],
"requirements": {
"os": "linux",
"arch": "amd64"
}
}
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d04e8b101007d1641cace8b95fcca76f7f44709f6885c3d031b52394dbdf9376
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# The dedicated server under systemd
`halo-server@.service` runs the dedicated server (`docs/dedicated_server.md`)
as a templated unit: one instance for each folder
`/opt/opence/servers/<name>`, all sharing one release in `/opt/opence/bin`
and one read-only copy of the game data in `/opt/opence/data`.
| Path | What |
| --- | --- |
| `/opt/opence/bin/` | The release (`halo-linux-release.zip`, unzipped) |
| `/opt/opence/data/` | The game data, only read: `maps/`, `custom_maps/`, `gametypes/` |
| `/opt/opence/servers/<name>/` | The instance's own, the only folder it may write: `config.toml`, `init.txt`, `publisher.key`, `server.env`, `saves/` (the map cache), `logs/` |
## Installing
```sh
sudo useradd --system --home-dir /opt/opence --shell /usr/sbin/nologin halo
sudo install -d -o halo -g halo -m 0750 /opt/opence/servers/main
sudo cp deploy/systemd/halo-server@.service /etc/systemd/system/
sudo systemctl daemon-reload
sudo systemctl enable --now halo-server@main
journalctl -u halo-server@main -f
```
Open UDP 2302 (the instance's `network.tunnel_port`) in the firewall.
## Settings
`server.env` in the instance's folder holds its settings as `HALO_*`
variables, one a line (port/linux/README.md, "Dedicated server"). A
variable set there wins over `config.toml`, and `sv_set` and the web page
cannot change it; leave out what you want to change from the web page.
A second instance on the machine needs ports of its own, and its own
loopback address for system link:
```sh
HALO_NET_TUNNEL_PORT=2303
HALO_SERVER_WEB_PORT=8081
HALO_NET_ADDRESS=127.0.0.2
HALO_NET_BROADCAST=127.0.0.1
```
The web port stays on 127.0.0.1 unless `server.env` says otherwise (and
then it needs a password, and TLS in front of it).
## Exit codes
Exit code 5 (`sv_restart`, or an update installed) restarts the server; 2
(no usable maps) and 3 (bad configuration) do not, as a restart would fail
the same way. The unit has no console (`StandardInput=null`): commands come
from `init.txt` and the web port.
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# A dedicated server under systemd (docs/dedicated_server.md), one instance
# for each folder /opt/opence/servers/<name>:
#
# /opt/opence/bin/ the release (halo-linux-release.zip, unzipped)
# /opt/opence/data/ the game data, shared by every instance and
# only read: maps/, custom_maps/, gametypes/
# /opt/opence/servers/<name>/ the instance's own: config.toml, init.txt,
# publisher.key, server.env, logs/, saves/
#
# server.env holds the instance's settings as HALO_* variables, one a line.
# A second instance on the machine needs its own ports, and its own loopback
# address for system link:
#
# HALO_NET_TUNNEL_PORT=2303
# HALO_SERVER_WEB_PORT=8081
# HALO_NET_ADDRESS=127.0.0.2
# HALO_NET_BROADCAST=127.0.0.1
#
# Install:
# sudo useradd --system --home-dir /opt/opence --shell /usr/sbin/nologin halo
# sudo install -d -o halo -g halo -m 0750 /opt/opence/servers/main
# sudo cp deploy/systemd/halo-server@.service /etc/systemd/system/
# sudo systemctl daemon-reload
# sudo systemctl enable --now halo-server@main
# journalctl -u halo-server@main -f
#
# Open UDP 2302 (each instance's network.tunnel_port) in the firewall. The
# web port stays on 127.0.0.1 unless server.env says otherwise.
#
# Exit code 5 (sv_restart, or an update installed) restarts the server;
# 2 (no usable maps) and 3 (bad configuration) do not, as a restart would
# fail the same way.
[Unit]
Description=OpenCE dedicated server %i
Documentation=https://github.com/OpenCommunityEdition/OpenCE/blob/main/docs/dedicated_server.md
After=network-online.target
Wants=network-online.target
[Service]
Type=exec
User=halo
Group=halo
WorkingDirectory=/opt/opence/servers/%i
Environment=HOME=/opt/opence/servers/%i
Environment=HALO_CONFIG_FILE=/opt/opence/servers/%i/config.toml
Environment=HALO_DATA_ROOT=/opt/opence/data
Environment=HALO_SAVE_ROOT=/opt/opence/servers/%i/saves
Environment=HALO_LOG_ROOT=/opt/opence/servers/%i/logs
Environment=HALO_SERVER_INIT_FILE=/opt/opence/servers/%i/init.txt
Environment=HALO_NET_TUNNEL_PORT=2302
EnvironmentFile=-/opt/opence/servers/%i/server.env
ExecStartPre=/bin/mkdir -p /opt/opence/servers/%i/logs /opt/opence/servers/%i/saves
ExecStart=/opt/opence/bin/halo --server
# (no console: commands come from init.txt and the web port)
StandardInput=null
StandardOutput=journal
StandardError=journal
KillSignal=SIGTERM
TimeoutStopSec=15
Restart=on-failure
RestartSec=10
RestartForceExitStatus=5
RestartPreventExitStatus=2 3
# (no privileges, nothing writable but the instance's folder)
NoNewPrivileges=yes
CapabilityBoundingSet=
AmbientCapabilities=
ProtectSystem=strict
ReadWritePaths=/opt/opence/servers/%i
ProtectHome=yes
PrivateTmp=yes
PrivateDevices=yes
ProtectKernelTunables=yes
ProtectKernelModules=yes
ProtectKernelLogs=yes
ProtectControlGroups=yes
ProtectClock=yes
ProtectHostname=yes
ProtectProc=invisible
RestrictAddressFamilies=AF_INET AF_UNIX AF_NETLINK
RestrictNamespaces=yes
RestrictRealtime=yes
RestrictSUIDSGID=yes
LockPersonality=yes
MemoryDenyWriteExecute=yes
# (a 32-bit x86 program)
SystemCallArchitectures=native x86
SystemCallFilter=@system-service
SystemCallFilter=~@privileged
SystemCallErrorNumber=EPERM
UMask=0027
MemoryMax=600M
TasksMax=64
[Install]
WantedBy=multi-user.target
-240
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@@ -1,240 +0,0 @@
> This is the README of [OpenCE](https://github.com/OpenCommunityEdition/OpenCE),
> the port Mjolnir VR is built on, kept for its build and
> development notes. Its download links are OpenCE's. For the VR mod, see
> the [main README](../README.md).
# Halo: Combat Evolved for Linux, Windows, Android and the web
[![Join our Discord](https://invidget.switchblade.xyz/9gqcHyr5km)](https://discord.gg/9gqcHyr5km)
This project is a port of the Halo: Combat Evolved decompilation to Linux,
Windows, Android and web browsers. The decompilation is of the Xbox build 2342
(`cachebeta.exe`, SHA-256
`4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520`).
<img width="1289" height="995" alt="The game on Linux" src="https://github.com/user-attachments/assets/0d3ad50f-f8b8-46cf-aef8-e3661da2a7d7" />
The port starts from the decompilation of [bnunu/halo-1](https://github.com/bnunu/halo-1).
That project is a fork of [punpckhdq/halo](https://github.com/punpckhdq/halo).
## Download
GitHub Actions builds the game for each commit. These links download the
builds of the latest release:
| Platform | Release | Debug |
| --- | --- | --- |
| Linux | [halo-linux-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-release.zip) | [halo-linux-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-linux-debug.zip) |
| Windows | [halo-windows-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-release.zip) | [halo-windows-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-windows-debug.zip) |
| Android | [halo-android-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-release.zip) | [halo-android-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-android-debug.zip) |
| Web | [halocombatevolved.com](https://halocombatevolved.com/) (or [halo-web-release.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-web-release.zip) for your own server) | [halo-web-debug.zip](https://github.com/OpenCommunityEdition/OpenCE/releases/latest/download/halo-web-debug.zip) |
Use the release build to play. The debug build stops at the first failed
assertion and writes it to the log. Use the debug build to find and report
problems.
The game updates itself. At start-up it looks for a newer release, and asks
if you want to install it. Refer to "Updates" in
[port/linux/README.md](port/linux/README.md#updates). The web site offers
each new build when it is out.
Each build of the `main` branch that passes on all four platforms is a new
release, and the web site then plays it. The [Releases](https://github.com/OpenCommunityEdition/OpenCE/releases)
page keeps the last five releases. If the latest build has a problem, get
an older build from that page.
### Arch-based Linux Distributions
The above Linux binary release is available on the [AUR](https://aur.archlinux.org/packages/opence-bin).
## Game data
The port does not include the game data. Download an Xbox disc image
(`.xiso` or `.iso`) of Halo: Combat Evolved. All versions of the game
operate. The maps of the European (PAL) version were made for a slower
console. The port changes them to play as the North American (NTSC) maps do,
so players of the two versions can play together.
1. Start the game.
2. At the first start, the game asks for the disc image. Select it.
3. The game extracts the `maps/` folder. Then the game starts.
On Linux and Windows, the game puts `maps/` next to the executable. On
Android, copy the disc image to the phone first. The app puts `maps/` in its
data folder. Refer to [port/android/README.md](port/android/README.md). On
the web, the page copies `maps/` out of the disc image into the browser's
storage for the site; nothing is uploaded. Refer to
[port/web/README.md](port/web/README.md).
## Mods
Mods are folders of Halo PC tag files, as the Halo Editing Kit and Invader
write them, in `mods/` next to `maps/`: texture, sound, text and model packs
that play over the maps' on your machine only, in any game. Each has a
`mod.toml`. Every mod in the folder is on; the main menu's Mods turns them
off and on and sets the order they load in.
Refer to [docs/mods.md](docs/mods.md).
## Platforms
Each platform has its own instructions:
| Platform | Instructions |
| --- | --- |
| Linux (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/linux/README.md](port/linux/README.md) |
| Windows (32-bit x86 executable, OpenGL 4.5, SDL3) | [port/windows/README.md](port/windows/README.md) |
| Android (arm64 app, OpenGL ES 3, SDL3) | [port/android/README.md](port/android/README.md) |
| Web (WebAssembly, WebGL 2, SDL3; desktop Chrome, Edge and Firefox) | [port/web/README.md](port/web/README.md) |
The Linux README also gives the controls, the settings and the multiplayer
functions. These are almost the same on all platforms.
## Multiplayer
The game can play system link games on a local network and on the internet:
- A system link game can have up to 128 players on up to 128 machines.
- Linux, Windows and Android machines and browsers can play in the same
game. On a local network, the native builds play system link; browsers
play each other in rooms, over WebRTC
([port/web/README.md](port/web/README.md)).
- An invite link, or the server browser, lets a machine join a game on the
internet, browsers too: a native build takes a browser's WebRTC
([port/linux/README.md](port/linux/README.md), "Browsers"). No server of
this project is necessary.
- The netcode is new. Each machine moves its own player at once,
and the host makes the decisions for the game. Refer to
[port/linux/NETCODE.md](port/linux/NETCODE.md).
## Build the game
You do not need the Xbox SDK. The port supplies the SDK declarations that
the game uses. Refer to [port/include/xdk](port/include/xdk/README.md).
To build the game:
1. Install Python and [ninja](https://ninja-build.org/).
2. Install the tools for your platform. Refer to the README for the
platform.
3. In the root folder of the repository, enter `python configure.py`.
4. Enter `ninja` with the target for the platform:
| Target | Result |
| --- | --- |
| `ninja linux` | `build/linux/halo` |
| `ninja windows` (on Windows) | `build/windows/halo.exe` and `SDL3.dll` |
| `ninja android_apk` | `port/android/app/build/outputs/apk/debug/app-debug.apk` |
| `ninja web` | `build/web/site/`, the web site (`python tools/web_serve.py` serves it) |
If you enter `ninja` without a target, ninja builds the game for the
computer that you use.
`tools/ci_build.py` makes the same builds as GitHub Actions. For example,
enter `python tools/ci_build.py linux release`.
### Build options
Give these options to `configure.py`:
| Option | Result |
| --- | --- |
| (none) | A debug build. A failed assertion stops the game. |
| `--release` | A release build. The game does not examine assertions, as in the retail game. |
| `--portable` | The Linux and Windows builds operate on all x86-64 processors. The Linux build also operates on older distributions and on SteamOS: refer to "Portable build" in [port/linux/README.md](port/linux/README.md#portable-build). Use this option for builds that you give to other persons. |
| `--lto=thin`, `--lto=off` | Less link-time optimization. The link is faster. |
| `--pgo=off` | No profile-guided optimization. |
| `--pgo=train` | Records a new optimization profile. Refer to "Optimization profiles". |
| `--profile` | A profiling build. It records CPU times. Refer to "Profiling builds". |
| `--web-emcc PATH` | The Emscripten `emcc` for `ninja web` (else the one on the PATH, or `~/emsdk`'s). |
Without `--portable`, the Linux and Windows builds use all the instructions
of the processor that builds them (`-march=native`). Such a build does not
always start on a different computer.
### Optimization profiles
The builds use profiles of the game to optimize the code:
- `pgo/halo_linux.profdata` for Linux and Android.
- `pgo/halo_windows.profdata` for Windows.
The profiles need clang 22 or later. With an older clang, the builds do not
use the profiles.
To record a new profile:
1. Delete the profile.
2. Enter `python configure.py --pgo=train`.
3. Enter `ninja linux` or `ninja windows`.
The build then plays the main menu and the first minute of each campaign
level. This procedure continues for approximately 15 minutes. The game
data must be in `assets/`.
### Profiling builds
A profiling build records where the game spends its time.
1. Enter `python configure.py --profile`, then build as usual.
2. Start a recording. Enter `profile_record` in the console (or the telnet
console), or set `debug.profile_record = true` in `config.toml`. To
record each game of a session, also set
`debug.profile_record_when = "game"`.
3. Stop the recording. Enter `profile_stop`, load another map, or quit.
The game writes numbered `.part<n>.json` files under `profiles/` in its data root
and logs their paths. Parts are retained after the recording stops. Logs go to
standard error; a Windows release build without standard error writes them to
`halo.log` next to `halo.exe`.
`tools/net_report.py` is a helper for developers. Enter
`python tools/net_report.py <recording.part1.json>` to read a recording
as tables. The command also writes `<recording>.summary.txt`, a short text
file.
| Command | Result |
| --- | --- |
| `profile_record [seconds]` | Starts a recording. With a number of seconds, the recording stops after that time. |
| `profile_stop` | Stops the recording. |
`debug.profile_memory` sets the memory of a recording in MB (default 256,
from 4 to 1024). A recording has no length limit:
the game writes a part each time the memory is full. Refer to "Settings" in
[port/linux/README.md](port/linux/README.md).
On Android, the files are in `/sdcard/Android/data/com.halo.decomp/files/profiles/`.
Enter `adb pull` to copy the recording parts to a computer.
A profiling build plays with normal builds. It does not use
`--pgo=train`.
## Licence
OpenCE is free software: you can give it to others and change it under the
terms of the GNU Affero General Public License as published by the Free
Software Foundation, version 3 of the License or (at your option) any later
version (`AGPL-3.0-or-later`). It comes with no warranty. The full text is in
[LICENSE](LICENSE).
- **From the change.** The AGPL applies from the commit that made the change,
and to each release built from that commit or a later one. Earlier
releases, and the source at every earlier commit, were released under
[CC0 1.0](LICENSES/CC0-1.0.txt) and stay that way.
- **What OpenCE builds on.** The decompilation of
[punpckhdq/halo](https://github.com/punpckhdq/halo) is under the AGPL 3.0
from 17 October 2026, and under CC0 1.0 before that date.
[bnunu/halo-1](https://github.com/bnunu/halo-1) is under CC0 1.0.
- **Contributions** are under `AGPL-3.0-or-later`. A change taken from a
project under GPL 3.0 keeps that licence and its notices; the GPL 3.0 and
the AGPL 3.0 let the two be combined (section 13 of each).
- **Hosts and servers.** If you change the game and let other persons play
with your version over a network (for example, as the host of an internet
game, or on a web site), the AGPL asks you to offer them the source of
your version (section 13). The game as released has its source here, and
each release's source is its tag (`build-<n>`).
- **Third-party code, fonts and art** keep their own licences, which are
next to them (`port/third_party`, `port/assets/fonts`,
`port/assets/icons`, `port/assets/text_filter`). The release downloads and
the web site's `licenses.txt` carry their notices.
- **Halo is not covered.** The licence covers the work of OpenCE's authors.
It gives no rights in Halo, its maps or anything else that Microsoft owns.
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# Halo Custom Edition maps
The native builds (Linux, Windows, Android) load and run Halo Custom Edition
caches (`.map`, cache version 609), with the Custom Edition resource maps
`bitmaps.map`, `sounds.map` and `loc.map`. A cache that needs OpenSauce
(its OpenSauce header asks for memory upgrades, mod data files or the like)
is refused, and `.yelo` files are never looked for; a `.map` that only
carries OpenSauce's header and its `project_yellow` tags (SPV3's
backwards-compatible releases) is run as stock Custom Edition runs it,
neither read. The loader and the conversions come from DamnationCE
(xshxdex98/DamnationCE), whose documentation this file grew from; in this
build a Custom Edition map's tags are also checked by the tag validator, as
the Xbox maps' are, before anything reads them
(`port/linux/game/tag_validate.c`, [Checks](#checks)).
## Running a map
Custom Edition maps run when the `game.custom_edition` setting is on, as it
is by default (`custom_edition = true` under `[game]` in `config.toml`, or
`HALO_CUSTOM_EDITION`). Put the maps and Custom Edition's `bitmaps.map`,
`sounds.map` and `loc.map` in the data root's `custom_maps` folder, beside
its `maps` folder, which holds the game's own maps only; or set
`paths.custom_edition` to a Halo Custom Edition install, whose `maps` folder
(the Xbox drive `h:\`) is looked in after `custom_maps`.
A Custom Edition map's level name is `custom_maps\<name>`
(`custom_edition_cache.h`, `CUSTOM_EDITION_LEVEL_NAME_PREFIX`), which none
of the game's own levels has: only such a name is loaded from the Custom
Edition folders, and never from `maps`. So a map named as one of the game's
own levels (CMT's `a30.map`, Custom Edition's `bloodgulch.map`) is played as
itself, apart from the level of its name, in the menus, the loader and
network games, and is never taken for one of the campaign's levels (saved
games, progress, the next level). The game engine keeps 63 characters of a
level name, so a map whose file name is longer than 51 is not listed.
Maps keep their names. A network game's level name is the map's own
(`custom_maps\hugeass`), and its game record's map version is the first 32
bits of the map's hash (`port/linux/game/map_share_files.c`), so a client
plays its file of that name and version, whatever else it has of the name
(`custom_edition_map_find_version`); a player without it downloads it
(`port/linux/NETCODE.md`, "Map sharing"). A download beside another version
of its name is named `hugeass_0e2b3ee4.map`, the first 8 hexadecimal digits
of its hash after `_`, and the menus show it as "Hugeass (2)". A level name
without the hash (a saved last map, a test's) finds the one map of that
name in `custom_maps`, and one with it (an earlier build's, which named
every map so) the map given its name back. Maps in a Custom Edition
install's folder are found and shared as `custom_maps`' are.
A map needs only the resource maps that hold its tags: its tag index says
which (`cache_file_resource_maps_needed`, `cache_file_formats.c`: a tag
whose entry's word at 0x18 is set is held whole by `bitmaps.map` for a
bitmap, `sounds.map` for a sound, `loc.map` for a font, string list or HUD
message text). A map without such tags of a kind plays without that
resource map; one that lacks a resource map it needs is refused, saying
which.
### In the menus
The map lists (New Game's, and the Map screen of Create Game's INTERNET and
LAN and of split screen) have four kinds in their first row's chooser:
SINGLEPLAYER (the campaign's levels), MULTIPLAYER (the Xbox's maps), and
CUSTOM SINGLEPLAYER and CUSTOM MULTIPLAYER, the Custom Edition maps of the
custom maps folders by the scenario type their files give (solo or
multiplayer). A map is played as its kind says
(`port/linux/game/menu_functions.c`):
- **New Game**: a CUSTOM SINGLEPLAYER map is played as the campaign's
levels are, at the difficulty chosen next (alone, or with split screen
co-op's two players); a CUSTOM MULTIPLAYER map is walked around alone, as
MULTIPLAYER's are.
- **The Map screen**: a CUSTOM SINGLEPLAYER map lists the difficulties and
is hosted as a network co-op game (Server Setup, then the lobby), as the
campaign's levels are; a CUSTOM MULTIPLAYER map goes on to the gametypes,
as MULTIPLAYER's do. Split screen hosts only the multiplayer kinds.
The Xbox menus' multiplayer level list offers the Custom Edition multiplayer
maps after the thirteen Xbox levels. The pregame lobby shows a Custom
Edition map by its name and picture, multiplayer or campaign, and the game
lists by its name (`port/linux/game/custom_edition_maps.c`). The folders are
looked in once, and again each time a map list opens, which then shows maps
added since. A map is listed under its file's name, `the_bay_of_pigs.map` as
"The Bay Of Pigs". Two optional files beside the map give it what the Xbox
levels have:
- `<name>.bmp`, its picture: an uncompressed 24-bit or 32-bit Windows
bitmap, up to 8192 pixels a side; the middle of it is shown with the
shape of the level pictures, 140 by 114 (`port/linux/game/bmp_files.c`,
which reads it as untrusted input).
- `<name>.txt`, its description: plain text, its lines shown as written.
Without one, the map is described as "Halo Custom Edition map".
A machine joining a network game on a map it has not (a Custom Edition map
not in its `custom_maps`, or one of the game's own not in `maps`) leaves it
with an error that names the map and the folder to copy it into, rather
than the damaged disc error precaching a missing map gives
(`cache_files_map_present`, called as the host's settings arrive): also when
the map cannot run there (Custom Edition maps turned off, the file not a
Custom Edition cache, or `bitmaps.map`, `sounds.map` and `loc.map` missing),
when its copy of a Custom Edition map is another version than the host's
(the host sends its map's hash's first 32 bits as the game record's map
version, which the Xbox left 0: `cache_files_map_version`; a host that sends
0 is not checked), and when the host names a Custom Edition map as other
versions of this port do (`levels\test\<name>\<name>`) and the file is in
`custom_maps`. The
error's text is wrapped to its dialog, in the menus' smaller font when it
would not fit; `debug.txt` has the details.
A Custom Edition campaign map has no next level: winning it ends the game
as the campaign's last level does (alone) or plays it again (network
co-op), and it is not the campaign's saved game.
### From the console
`map_name` takes the level name: `custom_maps\<name>` for a Custom Edition
map (`custom_maps\hugeass` plays `custom_maps\hugeass.map`). A multiplayer
scenario needs a game variant, or no starting location qualifies and no
player spawns:
```
game_variant slayer
map_name custom_maps\hugeass
```
## What the native builds do
- **With `game.custom_edition` on**, the platform reserves the address
window Custom Edition tag data is linked to, `0x40440000`-`0x41B40000`
(`port/linux/src/xbox_memory.c`, at start-up; 23 MB of address space,
backed as it is touched), and a Custom Edition map is loaded into it,
converted as below, checked, and run. It is read in place, never copied
to the cache partition: every read the game makes of it (structure BSPs,
bitmap pixels, sound samples) is served from the map, `bitmaps.map`,
`sounds.map` or the sounds decoded at load, according to where its offset
falls in their combined offset space (`custom_edition_cache_read`). A map
that fails any check is logged in `debug.txt` and not loaded: the game
goes back to its menus.
- **With it off**, a Custom Edition cache is named and refused, instead of
being rejected as "an old version" of this build's caches; so is one put
in `maps`, which is told to go in `custom_maps`.
- **Xbox caches** take the path they took before.
The desktop builds' Xbox memory window is 512 MB (Android's 128 MB), in
which the texture cache is 256 MB: Custom Edition maps draw more texture
than the Xbox's 22 MB cache holds, and their geometry is made into
Direct3D buffers in the same memory (`port/linux/include/halo_port_capacity.h`).
## Loading and conversion
### The loader (`cache_file_formats.c`)
`port/linux/game/cache_file_formats.c` (`cache_file_formats.h`) holds the
format code: standalone C with fixed-width types and no game dependencies,
compiled into the native builds (as every `port/linux/game` unit is) and
into the report tool. Map files are untrusted input: every field is read
little-endian from a bounds-checked buffer, never through a structure laid
over the file, and every offset, count and size is checked before use, with
overflow-safe arithmetic. `port/tools/cache_file_report.c` reports what can
be done with each file:
```sh
clang --target=i686-pc-windows-msvc -fuse-ld=lld -Iport/linux/game \
port/linux/game/cache_file_formats.c port/tools/cache_file_report.c -o cache_file_report.exe
cache_file_report [--maps DIRECTORY] [--dump-tags FILE] FILE...
```
Resource maps are looked for next to the cache (or in `--maps`):
`bitmaps.map`, `sounds.map` and `loc.map`. `--dump-tags` writes the converted
tags to a file, as they would sit at `0x40440000`.
Loading, step by step (`custom_edition_cache_load`):
1. The header: signatures, version 609, terminated strings, file length (0,
as Invader leaves it, for the whole file) within the file and the size
limit (`0x30000000`: Halo PC's was `0x18000000`, and Invader builds
larger maps, which Chimera runs), no compression, tag data within the
file and the tag cache (23 MB). A cache with OpenSauce's header (its
`yelo` signature at offset `0x70`, which Custom Edition leaves as
padding) that sets any of its flags (memory upgrades, mod data files and
the rest) is refused; one that sets none is a Custom Edition cache.
2. The tag data is read to the start of the tag cache, which stands for
`0x40440000`.
3. The tag index (`tags` signature), every tag instance (its handle must
match its position, its name must lie in the tag data and be terminated,
its address must lie in the tag data; only structure BSPs may have none;
only bitmaps, sounds, fonts, unicode string lists and HUD message text may
be held by resource maps; OpenSauce's `project_yellow` and
`project_yellow_globals`, which nothing reads, are left as they are), the
model data range, and the scenario tag.
4. Every structure BSP: its tag, its range in the file, its place in the tag
cache (above the tag data, within the tag cache), its header (`sbsp`
signature, no Xbox vertex buffers, its structure pointer inside it), and
its lightmaps and their materials: every block within the BSP and aligned,
every material's uncompressed environment vertices (56 bytes) and
lightmap vertices (20 bytes) within the BSP and of the size their counts
give, at most 64000 of each (the game's limit, to which the validator
cuts a material's counts), lightmap vertices exactly when the lightmap
has a bitmap, and every normal, binormal, tangent and incident radiosity
within ±1.005 (the game's vertex compressor asserts on anything further
out).
5. The header checksum is computed as OpenSauce computes it, before anything
changes the tag data; a mismatch is reported, not refused.
6. The tags held by resource maps are read into the tag cache after the tag
data, below the lowest structure BSP, and their pointers relocated. A
sound's header in the map lacks its sample rate, encoding, compression
and longest permutation length; they are taken from the header's copy in
`sounds.map` ([Evidence](#observed-not-stated-by-the-sources-established-on-the-sample-maps)).
7. Every bitmap, sound, font, unicode string list, HUD message text, model
(`mod2`) and transparent chicago shader (`schi`, `scex`) is walked through
its blocks: every block and data pointer must lie within the loaded tags,
every bitmap's pixels and sound's samples within their file, and every
model part's strip and vertices within the model data, of the kinds Custom
Edition writes (a precompiled strip, uncompressed 68-byte vertices), with
at most 65535 vertices and at most 22 local nodes.
Then `custom_edition_cache_convert` changes what only needs its bytes
changed:
- **Shader types.** Custom Edition inserted *transparent chicago extended*
as shader type 7, so its water, glass, meter and plasma shaders are types
8 to 11 where this build has 7 to 10 (and would draw a Custom Edition glass
shader as meter, and so on, unnoticed). Every shader gets this build's
number for its group; a type field saying otherwise (as map protection
leaves them) is counted and given the group's.
- **Transparent chicago extended shaders** (`scex`) become transparent
chicago shaders (`schi`): the two layouts agree up to the maps, of which
`scex` has two sets, for four and for two texture stages; the four-stage
maps are kept (this build draws four stages), or the two-stage ones when
there are no others, and the extra flags move to where `schi` has them.
- **Bitmaps and sound permutations** get the state of ones not yet drawn or
played, and name their own tags: `bitmaps.map` and `sounds.map` hold the
tag handles of whatever map they were built with.
- **Sounds this build cannot decode** (Custom Edition's Ogg Vorbis) are made
unplayable, by emptying their pitch ranges, which the game skips.
- **Animation overlays naming animations that do not exist** are made to
name none, which the game skips. Maps built with the editing kit can have
them; Custom Edition reads past the graph's animations there, and this
build's debug builds stop on it.
- **HUD elements drawn from double-resolution bitmaps.** Halo PC added a
third scaling flag to HUD placements, *use high resolution scale*
(OpenSauce `hud_definitions.hpp`), and draws a flagged element at half the
size of its bitmap. Custom Edition's HUD bitmaps are made for that: in
`bloodgulch.map` every flagged element draws a bitmap exactly twice the
size of the one its Xbox counterpart draws (256×64 for 128×32, 512×512 for
256×256), with the same scale, and every unflagged one a bitmap of the same
size ([Evidence](#observed-not-stated-by-the-sources-established-on-the-sample-maps)).
This build ignores the flag, so it drew them twice too large; the
placements of the unit, weapon and grenade HUD interfaces and the HUD
globals' messages that have it get half their scale, and lose the flag (32
in `bloodgulch.map`). Halo PC reads the flag only on statics, meters and
numbers (Chimera's `hud_bitmap_scale.cpp`): crosshair and overlay items
keep their scale. A number's scale is not its
digits', so a flagged number keeps the flag and `hud_draw_numbers` draws
its digits at half their size, spaced as the digits tag says. A bitmap may ask the
same of every element that draws it, with Halo PC's bitmap flags *half hud
scale* and *force hud use highres scale* (Invader's `bitmap.json`): an
element drawing such a bitmap (a static or meter, its bitmap after its
placement; a crosshair's or overlay's items, their crosshair's or
overlay's) gets half its scale too. None of the 18 Custom Edition maps on
hand, nor `bitmaps.map`, sets either.
- **Maps made around Halo PC's own behaviour.** Chimera fixes Halo PC to draw
as the Xbox does, and keeps a list of the maps made around Halo PC's way
instead, by map name (in lower case) and tag data checksum, with the
behaviours each relies on (`map_hacks_config.json`, by SnowyMouse; here
`port/linux/game/custom_edition_behaviours.inc`, generated from it). This
build draws as the Xbox does, so for a listed map it follows these where it
can, and logs each: HUD multitexture overlays' blend functions in Halo PC's
order (`gearbox_multitexture_blend_modes`: Halo PC picks its shader by the
Xbox's value from shaders in alphabetical order), overlays not drawn
(`block_multitexture_overlays`), the HUD digits' metrics halved and every
number's digits drawn at half size (`hud_number_scale`), bitmaps' HUD scale
flags cleared (`disable_bitmap_hud_scale_flags`), and model shaders'
detail after reflection flag flipped (`invert_detail_after_reflection`).
Not yet: Halo PC's fixed-function meters (`gearbox_meters`), its
transparent chicago multiply, bump attenuation and environment shader
types, the old widescreen HUD and embedded Lua.
- **The score hint.** String 100 of `ui\multiplayer_game_text` is Halo PC's
`Hold "%s" for score`, which Halo PC fills in with its score key; this
build copies it as it is (`game_engine.c`, the press-back-for-score
message), so `"%s"` becomes `BACK`, the button this build reads for the
score, in the same four characters.
### In the game (`custom_edition_cache.c`, `custom_edition_geometry.c`, `custom_edition_bitmaps.c`)
- **Models.** Every `mod2` part is given this build's part layout (the first
0x68 bytes of the 0x84-byte Custom Edition part are the same fields; the
parts are repacked in place), its vertices are compressed from the map's
model data by the game's own `rasterizer_geometry_compress_vertices`, its
node indices made the model's when its model's parts have local nodes, and
its strip copied unchanged; the game's own `rasterizer_vertex_buffer_new`
and `rasterizer_triangle_buffer_new` make its buffers, and the tags become
`mode` tags. Before any of that, every index a part holds is checked
against what it names (shaders, nodes, parts, vertices). This build's
renderer skins at most 43 nodes at once, so a model of more is drawn a
part's own nodes at a time: a model of more whose parts have no local
nodes is given them, each part the nodes its vertices name, and is refused
only when a part's vertices name more than a part holds.
- **Structure BSPs.** When the game loads a BSP, every material's vertices
are compressed the same way (environment and lightmap vertices), and the
material gets buffers and the compressed vertices the game reads for
visibility, collision and lights (`scenario_structure_bsp_load` in
`cache_files.c` calls `custom_edition_structure_bsp_load`).
- **Bitmaps.** Every bitmap must pass the game's own `bitmap_verify` and be
of a kind the texture cache and the swizzling code handle (a format with a
hardware texture, a compressed flag that agrees with the format,
power-of-two sizes unless linear, square cube maps, all its pixels
present). Halo PC draws a 2D bitmap of any size, so an uncompressed one
whose sides are not powers of two is made linear as the map loads, and
drawn from its first level (birdcage-plus's 3840 by 64 needler plasma).
Its pixels are laid out for Halo PC, levels as the tag stores them,
unswizzled; as they arrive, the game's own
`rasterizer_xbox_bitmap_rebuild_hardware_format` lays them out as an Xbox
cache would (swizzled, cube maps face by face, padded).
- **Chicago extra layers.** January's transparent chicago shader draws its
extra layers in a loop that never advances
(`rasterizer_xbox_transparent_geometry.c`, marked as a preserved bug). No
Xbox map has such layers, so January never hung on it, but Custom
Edition's editing kit can make them: the native builds advance the loop.
- **Channel orders.** Halo PC keeps two kinds of texture in other channels
than this build reads them from (`enum custom_edition_channel_order`,
[Evidence](#observed-not-stated-by-the-sources-established-on-the-sample-maps)):
a model shader's *multipurpose map*, whose auxiliary (detail) mask,
self-illumination, specular and color change masks Halo PC keeps in red,
green, blue and alpha, where this build's model shaders read specular from
red, self-illumination from green, color change from blue and the
auxiliary mask from alpha; and a *HUD meter*, whose shape Halo PC keeps in
color and fill order in alpha, where this build's meter shader
(`rasterizer_xbox_dynavobgeom.c`) compares the color with the meter's value
and discards what has no alpha. Reordering the pixels would mean
decompressing them, which the texture cache has no room for, so the game
finds the bitmaps drawn as multipurpose maps (by model shaders) and as
meters (by unit and weapon HUD interfaces) when the map loads, and tells
the renderer where each bitmap's pixels arrive and in which order their
channels are; the renderer samples them with each channel taken from where
Halo PC keeps it (`port/linux/src/xbox_textures.c`, a texture swizzle,
which leaves them compressed). A bitmap also drawn another way (a
multipurpose map that is also a base map, say) keeps its channels, since
the renderer has one order for each texture, and is logged: 3 in
`bloodgulch.map`, all multipurpose maps.
- **Reads.** The renderer write-protects the memory it has made textures of
and learns of changes from the faults writes take; the kernel fails a read
into such memory instead. Every read of the map is therefore made into a
64 KB staging buffer and copied, as the platform's file layer does.
- **Texture memory.** A frame of `Elite_Alpha_Siege.map` draws more than the
22 MB of textures the Xbox texture cache holds, and textures that did not
fit were drawn as the default one. The desktop builds' texture cache is
256 MB, in a 512 MB memory window (`halo_port_capacity.h`), for every map;
Android's is the Xbox's.
- **Scripts.** A compiled script names each function it calls, and each
engine global it uses, by its index in the engine's tables, and Halo PC's
tables have entries this build's do not, in among the ones both have: from
some point on, an index names another entry here
([Evidence](#observed-not-stated-by-the-sources-established-on-the-sample-maps)).
`hugeass.map`'s day and night script would call `playback` instead of
`switch_bsp`. A compiled script also keeps every name, in its string data,
so every call and every engine global is found again by name with the
game's own `hs_find_function_by_name` and `hs_find_global_by_name`
(`custom_edition_scripts.c`); one this build does not have does nothing
and is logged by name (Limits, below). The value types are numbered
alike in both builds.
- **Multiplayer vehicle placement.** This build places a multiplayer game's
vehicles by type: only the first three of the globals' multiplayer
vehicles are created, and of those the ones the variant's vehicle set
names (`game_engine_remap_vehicle`; the built-in variants name the first).
Custom Edition maps are made for retail Halo's rules: a vehicle placement's
multiplayer spawn flags name the game types it is placed in by default,
and a script may create any vehicle. `hugeass.map` depends on that (above).
For a Custom Edition map in slayer, capture the flag, king of the hill or
oddball, the native builds place the vehicles whose spawn flags name the
game type by default and let any vehicle be created
(`custom_edition_objects.c`, called from `object_types_place_all` and
`game_engine_remap_vehicle`); a variant without
vehicles still has none, and race, which has no spawn flag, keeps this
build's rule.
- **Multiplayer vehicles.** `game_engine_predict_resources` takes the three
multiplayer vehicles Xbox globals always have; a Custom Edition map's
globals can list fewer, and oddball stopped on such a map. With fewer than
three, the native builds predict none (`game_engine.c`).
## Checks
The loader (`cache_file_formats.c`) checks the container: the header, the
tag index, every structure BSP, every resource-held tag and its relocated
pointers, every bitmap pixel and sound sample range, every model part's
geometry in the model data. Then, once the loader and the conversion of
bytes have made the tags this build's layout, the tag validator checks
every tag as it checks an Xbox map's (`tag_validate_custom_edition_tags`,
called by `custom_edition_cache_tags_load`): every block and data within
the loaded tags and overlapping no other's, counts cut to the game's
capacities, indices, enums and tag references corrected, runtime values
reset, then the graph checks (collision BSPs, node trees, scripts' syntax),
and a tag name that lies in any tag's block or data is emptied (what the
game writes there could take away its end). A map whose pointers cannot be
trusted is refused; what can be corrected is, and logged. What differs
from an Xbox map:
- the tag header has no vertex or index buffers, and the tag cache is the
Custom Edition one (23 MB);
- bitmap pixels and sound samples are in several files: their offsets must
lie in the map, the sounds decoded at load, `bitmaps.map` or `sounds.map`;
- models are gbxmodels (`mod2`), whose parts keep their geometry in the
map's model data and a table of local nodes, which are checked against
the model's (`tag_schema_custom_edition_groups`, in `tag_schema_models.c`);
the game takes them as models;
- a structure BSP's material vertices are uncompressed, and are checked
against its uncompressed vertex data.
Only after the validator has passed the tags are the scripts given this
build's function and global indices, the bitmaps checked for the texture
cache, and the models and each structure BSP (checked as it loads, as an
Xbox map's) given compressed vertices and buffers. The script function
allowlist (`hs.c`) applies to Custom Edition maps as to every map.
`build/linux/map_validate` runs the loader, the conversion of bytes and the
validator on maps outside the game, with the resource maps beside each map
or in `--maps`; `--fuzz` changes words of a map's file at random.
## Tested
### Automated tests
- `python -m pytest tools/test_cache_file_formats.py` (130 tests; needs
clang): synthetic Custom Edition caches and resource maps, caches that
need OpenSauce refused and those that only carry its data loaded, every
check of the loader and the conversion, and seeded random corruptions,
through `port/tools/cache_file_report.c`. With `HALO_CUSTOM_EDITION_MAPS`
naming a folder of maps, four more check real maps: against DamnationCE's
recorded results (which are of its copies of the stock maps), and that any
`.yelo` map among them is either refused or a Custom Edition cache.
- `python -m pytest tools/test_bmp_files.py` (41 tests): the map pictures'
reader.
- `tools/test_linux_port.py`: with `HALO_CUSTOM_EDITION_MAPS` (or the
gitignored `assets/custom_edition`), every map is loaded and checked and
none refused, and three are fuzzed (100 runs each); the retail Xbox maps
still need no correction.
### Maps
Two folders were checked with `map_validate`: the 20 stock Custom Edition
maps (the halopc-restored r220 copies) and 19 community maps (`area53`,
`bigass`, `deltaruins`, `Elite_Alpha_Siege`, `extinction`, `Fission_Point`,
`Floodgulch5.1`, `hugeass`, `immure`, `tactics`, `the_bay_of_pigs`,
`the_rise_of_asis`, `WW_battlefield` and copies of stock levels). None is
refused. The stock maps need one correction each, a character of
`loc.map`'s gamespy font 5 pixels narrower than nothing; the community maps
some more, their own data's mistakes (an enum past its values, a region
index past its block, a particle state of a sequence with no sprites).
Fuzzing, 200 runs of each of those 39 maps (7,800 runs): no crash, no hang,
and every map let through clean when checked again.
Run in the game (Linux release build, 40 to 50 seconds each, slayer):
`hugeass`, `bigass`, `extinction`, `deltaruins`, `Elite_Alpha_Siege`,
`the_rise_of_asis`, `area53`, `tactics`, `Floodgulch5.1`, `immure`,
`WW_battlefield`, `the_bay_of_pigs` and `Fission_Point` load, are checked,
converted and played to the end of the run without a crash; `hugeass`'s
hangar, HUD and first-person weapon were seen drawn.
Two campaign maps were checked with `map_validate`: CMT's `a30.map` (2006,
"Halo"; 13 corrections) and CMT SPV3's backwards-compatible `a50.map` (2012,
The Truth and Reconciliation, with OpenSauce's header setting no flags and
its two `project_yellow` tags; 43 corrections); `a30` was also run. From the
menus (on a virtual display): New Game's CUSTOM SINGLEPLAYER `a30` played as
a campaign level at the difficulty chosen; the Map screen's (LAN) listed its
difficulties, set up co-op in Server Setup and showed it in the lobby as
co-op. With `debug.network_test`, two machines on loopback played
`custom_maps\a30` as network co-op and `custom_maps\hugeass` as slayer; a
joining machine with a maps folder missing the host's Xbox map was shown the
error and left the game. A joining machine without `hugeass` (or without
`sounds.map` and `loc.map` too) downloaded them and played (map sharing,
`port/linux/NETCODE.md`): in the lobby, into a game in progress, from the
host and another player at once with a second machine downloading beside it
(on loopback, and through internet play's tunnels with a local broker), each
file the same as the host's; with `network.map_download` off, or a host with
`network.map_share` off, it was shown the error and left.
### Not tested
- **Playing**: nobody played the maps through.
- **Android** builds, and was not run.
## Evidence
### Sources
- **OpenSauce** (GPL-3.0, Kornner Studios): the `OpenSauce-master.zip`
archive of the upstream repository (SHA-256
`f1097c9cf5975a208506c78c3af47d6b893f998a9f47dddf89c9bbcc1f4b7c73`; newest
entry dated 2016-01-15; `yelo_version.hpp` names OpenSauce 4.0.0).
- **Reclaimer** (GPL-3.0, Gravemind2401): the `Reclaimer-master.zip` archive
(SHA-256 `72fd5270abbdf662ff07a54e9cce80a6158e479c51ecfdcd979f7f9fbd6c2d03`;
newest entry dated 2026-09-20).
- **The Xbox maps of retail build 01.10.12.2276** (`bloodgulch.map`,
decompressed): not the 01.01.14.2342 build this repository reconstructs,
but their model parts have its 0x68-byte layout and their shader types its
numbering, which makes them a check on what the conversion produces.
No code from OpenSauce or Reclaimer (both GPL-3.0) was copied: they were
read as documentation of the file formats, and every layout used was then
checked against the sample maps.
### Documented facts (source, checked against the sample maps)
| Fact | Source |
| --- | --- |
| Cache header layout, version 609, `head`/`foot` signatures | OpenSauce `blamlib/Halo1/cache/cache_files_structures.hpp` (`s_cache_header`) |
| Tag index (0x28 bytes, instances at 0x28, model data as file offsets) and tag instance (0x20 bytes, resource-map flag at 0x18) | same file (`s_cache_tag_header`, `s_cache_tag_instance`) |
| OpenSauce's header at 0x70 begins with the `yelo` signature, where Custom Edition's header has padding, and has its flags (memory upgrades, mod data files, protected, game state upgrades, compression parameters) at 0x76 | OpenSauce `YeloLib/Halo1/cache/cache_files_structures_yelo.hpp` (`s_cache_header_yelo`) |
| Tag cache at `0x40440000`, 23 MB; file size limits | OpenSauce `cache_constants.hpp`, `saved_game_constants.hpp` |
| Resource map header and entries | OpenSauce `data_file_structures.hpp` |
| Groups held by resource maps: bitmaps, sounds, fonts, unicode string lists, HUD message text | OpenSauce `blamlib/Halo1/cache/cache_files.cpp` (`cache_file_data_load`) |
| Structure BSP reference (0x20), header (0x18), structure, lightmap and material layouts | OpenSauce `scenario_definitions.hpp`, `structure_bsp_definitions.hpp`; this build's `structure_bsp_definitions.h` agrees |
| Bitmap, sequence, sprite, bitmap data layouts; pixels in `bitmaps.map` flag | OpenSauce `bitmaps/bitmap_group.hpp` |
| Sound definition, pitch range, permutation layouts; samples-in-`sounds.map` flag | OpenSauce `sound/sound_definitions.hpp` |
| Gbxmodel layout: the part (0x84 bytes) is this build's 0x68-byte part followed by a local node count and a 22-entry node table | OpenSauce `models/model_definitions.hpp` (`gbxmodel_geometry_part`) |
| Where a part's strip and vertices lie in the model data (triangle count, strip offset, vertex count and offset in the buffer fields; 68-byte vertices) | Reclaimer `Blam/Halo1/GbxmodelTag.cs` (`ReadPCMeshes`) |
| Shader types: *transparent chicago extended* inserted at 7, before water, glass, meter and plasma; its two map sets | OpenSauce `shaders/shader_definitions.hpp` |
| Script syntax nodes: 19001 in the stock engine | OpenSauce `hs_constants.hpp` |
| HUD message text layout | OpenSauce `interface/hud_messaging_definitions.hpp` |
| Font (156 bytes) and unicode string list layouts | BlamLib `Blam/Halo1/Tags/Definitions/Misc.cs`, `Resources.cs` |
| Bitmap tags in `bitmaps.map` by index, pixels by absolute offset | Reclaimer `Blam/Halo1/CacheFile.cs`, `BitmapTag.cs`, `BitmapsAddressTranslator.cs` |
| The header checksum: CRC-32 of the structure BSPs (packed from 0x800), the model data and the tag data, not inverted | OpenSauce `cache_files_yelo.cpp` (`CalculateChecksumFromMemoryMap`), `memory_interface_base.cpp` (`CRC`); reproduces the stored checksum of 23 of the 24 sample caches |
### Observed (not stated by the sources; established on the sample maps)
| Fact | Evidence |
| --- | --- |
| Structure BSPs load at the top of the tag cache (`address + size` = `0x41B40000`) | all 24 caches (those with OpenSauce's memory upgrades at the top of its larger tag cache) |
| Bitmaps, fonts, unicode string lists and HUD text held by resource maps: the tag's address field is the entry index, the entry's name is the tag's path, the entry is the whole tag with addresses counting from its start | 9,550 bitmaps, 68 fonts, 2,248 string lists, 23 HUD texts across the sample |
| Sounds held by `sounds.map`: the map keeps the 0xA4-byte header, whose pitch range block has a count and no address; the entry named by the tag path holds the header again, then the pitch ranges and permutations, whose addresses count from the first pitch range | 7,397 sounds, 21,870 sample ranges |
| The map's copy of a resource-held sound's header has its compression and longest permutation length zero, and its encoding and sample rate zero too; the entry's copy has them as the Xbox has them | in `bloodgulch.map` and `beavercreek_halo3.yelo`, the two copies of all 527 resource-held sounds differ only in those four fields, in pointers, and in the map's own promotion sound reference; for the 315 sounds the Xbox `bloodgulch.map` shares, the entry's sample rate, encoding and the runtime fields after the longest permutation length equal the Xbox's; its compression does except for the 38 that Custom Edition has as Ogg Vorbis, and its longest permutation length for 273 (the others differ by a few milliseconds or more, among them the Ogg Vorbis ones); its pitch ranges' runtime fields all do |
| Sound permutations and resource-held bitmaps name tags of another map (the one the resource map was built with) | 632 of 676 bitmaps of `bloodgulch.map`; every resource-held permutation differs from the Xbox's own sound handle |
| Model parts: the strip and vertex data are in the model data, never in the part's blocks; the triangle buffer is a precompiled strip and the vertices uncompressed; the part flag 2 is set on exactly the parts that have a node table | all 24 maps (10,934 parts) |
| Converting a part's vertices with the game's compressor reproduces the Xbox's | for the 335 parts of the 60 models the Custom Edition and the Xbox `bloodgulch.map` share: identical strips; positions equal to within float rounding; texture coordinates and node weights exactly what the compressor makes of the Custom Edition values (clamped to ±1, as the Xbox also has them: `plant_broadleaf_short` has coordinates up to 3.0 in both); node indices the Custom Edition ones times 3, except that the Xbox writes an unweighted second node as -1 where the compressor writes the node Custom Edition names; normals within 0.002 |
| Every node index of a vertex names a node of its part's table (in models whose parts have local nodes) or of its model, every table entry a node of the model, and every vector is within ±1.0001 | all 24 maps |
| Structure BSP materials: environment vertices uncompressed (type 0), with lightmap vertices (as many as the environment ones) exactly in lightmaps that have a bitmap, and no compressed vertices | all 24 maps (the lightmap vertex type field is 0 or 2 regardless) |
| Custom Edition shader type values are 7 to 11 for `scex`, `swat`, `sgla`, `smet`, `spla`; the Xbox's are 8, 9, 10 for `sgla`, `smet`, `spla` | every shader of the 24 maps, and of the Xbox `bloodgulch.map` |
| Chicago shaders with extra layers: none in the stock maps or the Xbox `bloodgulch.map`; 2 in `beavercreek_halo3.yelo`, 2 in `celer_exile_odst_v2.yelo`, 4 in `extinctionrevanepic2.map`, 1 in `fy_killzone.yelo` | every `schi` and `scex` of the sample |
| Compressed color plates are left out of caches: size kept, address 0 | every bitmap in `bitmaps.map` |
| Font style references in `loc.map` are all `NONE` | all 3 fonts |
| Sound compression value 3 is Ogg Vorbis, value 1 is Xbox ADPCM | in `sounds.map`, all 106 value-3 permutations start with `OggS`; all 1,365 value-1 permutations are whole 36-byte blocks |
| `bitmaps.map` bitmaps are not swizzled, and cube maps hold each level's six faces together | all 1,467; 38 of 40 cube maps match that order when checked against their next level (one is uniform, one does not match) |
| Multipurpose maps: Custom Edition's red, green, blue and alpha hold what the Xbox's alpha, green, red and blue do | the multipurpose maps the Custom Edition and the Xbox `bloodgulch.map` share, decoded and compared channel by channel (the cyborg's, the warthog's, the boulders') |
| HUD meters: Custom Edition's alpha holds the Xbox's color (the fill order), and its color the Xbox's alpha (the shape) | `hud_ammo_meters`: Custom Edition's 512×512 A8R8G8B8 averaged down to the Xbox's 256×256 A8Y8 differs from the Xbox's luminance by 6.6 on average in alpha and 23 in color, and from its alpha by 12.3 in color and 23.4 in alpha; `hud_unit_meters` has its sprites rearranged, and shows the same swap when viewed. January's meter shader reads the fill order from color and discards texels without alpha |
| HUD elements flagged *use high resolution scale* draw bitmaps twice the Xbox's size; others the same size | every unit and weapon HUD placement of `bloodgulch.map` whose tag the Xbox map also has (the motion sensor's foreground, unflagged, uses a 128×128 bitmap in both) |
| Vehicle placements: the byte at 0x58 is the multiplayer team and the word at 0x5A the multiplayer spawn flags, default bits 0 to 3 (slayer, capture the flag, king of the hill, oddball) and allowed bits 8 to 11 | `hugeass.map`'s 78 vehicle placements: the byte is 1 on exactly the blue team's; the word is 0x0303 on warthogs, tachikomas and pelicans, 0x0F0F on ghosts, 0x0404 on 16 unnamed jets, 0x0808 on the night jet and 0 on vehicles its scripts create; OpenSauce leaves these bytes unnamed |
| Script function and engine global tables: Halo PC's have entries this build's lacks, so a compiled index names another entry from some point on; value types are numbered alike | the compiled scripts of the sample, each call's function index against the name its first child keeps, and each engine global's index against its name: `timberland.map` 23 calls shifted (`player_effect_start` by 29), `ui.map` 11 (`camera_set` by 1), `hugeass.map` 3 calls and 1 global (`rider_ejection`, 158 against 147), `extinctionrevanepic2.map` 9 calls, and 4 of a function this build lacks; no other stock map has scripts; each call's value type is the type of its function here (1,485 of 1,485 in `hugeass.map`), or one the call site casts to |
| Bitmaps the Xbox keeps in monochrome formats and Custom Edition as 32-bit color at the same size keep their channels (A8Y8 as A8R8G8B8 with red the luminance and alpha the alpha) | 24 of the 26 such bitmaps of `bloodgulch.map` decode to exactly the Xbox's values; the other 2 have other content |
### Assumptions (not verified)
- **Placement of resource-held tags.** They are placed after the tag data,
aligned to 4 bytes, as OpenSauce's unimplemented loader outlines
(`s_cache_file_data_load_state`); how Custom Edition itself places them is
not known, and nothing found depends on it.
- **Which chicago extended maps.** The four-stage maps are kept, as the
renderer draws four stages; that Custom Edition's two-stage maps are a
fallback for older hardware is an inference (BlamLib's exporter makes the
same choice).
- **Centroid nodes of local-node parts** are taken to be the model's nodes:
they are within the model's node count in every map, and they are only
used to sort transparent parts.
- **Editing-kit pointers are cleared.** The definition pointers of relocated
blocks and data are set to 0: they refer to nothing in the game process.
- **Name comparison** is exact (case-sensitive), which matched every sample
sound.
## Limits and remaining work
- **What the validator corrects is lost.** A community map's data that the
validator corrects (an index past its block, an enum past its values) is
what the game then runs; Halo PC read past such data unchecked.
- **Ogg Vorbis sounds** are decoded when the map loads (stb_vorbis, with
added bounds checks: `port/third_party/stb_vorbis`) and encoded again as
Xbox ADPCM in memory (`port/linux/game/custom_edition_sounds.c`); one that
cannot be decoded is silenced, and still logs when played.
- **Models of 44 nodes or more** are drawn a part's nodes at a time, given
local nodes when they have none; one whose part's vertices name more
nodes than a part holds is refused.
- **Linear bitmaps whose rows are not a multiple of 64 bytes**, and
textures larger than 4096 pixels a side, are not drawn.
- **Halo PC's HUD meters' minimum alpha** (where the Xbox's meters have an
overlays block) is dropped, and **its weapon functions "primary firing on"
and "secondary firing on"** are the Xbox's primary and secondary firing.
- **Button prompts on replaced icon sheets** show what the map's icon bitmap
has where the Xbox's buttons are.
- **Channel orders are per texture**: multipurpose maps and meters also drawn
another way keep Halo PC's channels.
- **Scripts that use what this build does not have**: a call of a function
this build lacks, or a read of an engine global it lacks, does nothing
(a constant of its type's harmless value, logged by name:
`custom_edition_scripts.c`); only one that gives a script's index refuses
the map. Maps that need OpenSauce's runtime features are refused; a map
that only carries its tags (`project_yellow`) runs without them, as on
stock Custom Edition.
- **Halo PC behaviours** some maps were made around (Chimera's map list,
`custom_edition_behaviours.inc`) are followed where this build can, and
each is logged.
- **The conversions are one-way and in memory**: nothing is written to the
map files.
### How far Custom Edition tags are from the Xbox tags
`tools/custom_edition_tag_footprints.py` compares the tags a Custom Edition
cache and the Xbox cache of the same level both keep (same group, same name),
without any tag definitions. A tag's *footprint* is the distance from its
address to the next tag's (its structure and the block data after it); its
*structure size* is estimated as the distance to the lowest address in the
footprint that the footprint points at (its first child block). Equal
footprints, level after level, suggest a group's layout is unchanged; they do
not prove it.
The Xbox caches available are the retail ones, build 01.10.12.2276, not the
01.01.14.2342 build this repository reconstructs: they stand in for it, and
differences between the two Xbox builds are not measured. Run on the 14
levels both sets have (13 multiplayer levels and `ui`):
```
python tools/custom_edition_tag_footprints.py --blocks assets/custom_edition "<Xbox 2276>/maps"
```
- **48 groups have the same footprint for every shared tag in every level**:
`Soul actv ant! bipd colo cont deca eqip flag fog font foot grhi hmt hud#
hudg itmc jpt! lens lifi ligh lsnd mach metr mgs2 mply part pctl phys pphy
scen schi senv sgla sky smet snde soso spla ssce str# swat trak udlg unhi
vcky vehi wind`. The shader groups among them have the same layout, but
not the same type values (above).
- **Groups whose footprints differ, but whose structures match**: UI widgets
(`DeLa`, 464 of 657 footprints equal, 423 of 423 structures), animations
(`antr`, 213/239), collision models (`coll`, 331/345), effects (`effe`,
4140/4166), projectiles (`proj`, 197/210), weapon HUDs (`wphi`, 196/222),
weapons (`weap`, 39/182, structures 182/182), globals (`matg`, 1/14,
structures 14/14) and scenarios (`scnr`, 0/14, structures 13/14), plus, in
`ui` only, bitmaps, sounds and string lists. These differ in their block
data. The flamethrower's tags account for every `effe`, `proj` and `wphi`
difference and all but one `coll` difference; 11 of the 14 weapons (every
player weapon and both vehicle guns) differ in every level.
- **What differs in those blocks** (`--blocks`: the top-level blocks of each
differing tag, found without definitions and compared): almost always
the number of elements, or whether a block has any, which is content:
weapons 143 count and 26 presence differences, UI widgets 158 and 63,
scenarios 36 and 13, projectiles 13, weapon HUDs 78 presence, collision
models 26 count. Every weapon difference checked in Blood
Gulch lies in a predicted-resources list (8-byte elements, weapon
offset `0x4E4`; OpenSauce `weapon_definitions.hpp`), or, for the
flamethrower, also in its attachments; the globals differ in their
cheat powerups (16 against 14). The rest (flamethrower effects 26,
globals 13, animations 39, one collision model, and 3 in `ui`) keep their element counts but
span a different amount of data up to the next block, which this method
cannot split into element size and nested content: for the globals, the
block in question (`player_info`, 0xF4-byte elements without blocks of
their own) spans more than its elements, so other data sits in the span.
No difference found has to be a layout change, and the two maps run did
not show one.
- **Groups only Custom Edition has**: `mod2` (models), `scex` (a transparent
shader type), `devc` and `tagc`, in all 14 levels; **only the Xbox has**:
`mode` (models) and `sotr` (a transparent shader type), besides the groups
Custom Edition keeps in resource maps.
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@@ -1,762 +0,0 @@
# The dedicated server: reference
`halo --server` runs the game as a host with no window, sound or player of
its own: other machines join it on the LAN, by its invite link or from the
server browser, as they join any host. `port/linux/README.md`, "Dedicated
server", says how to run one; this document is the reference for what it
takes and answers: the command line, the exit codes, the commands, the
HTTP API, the remote console (RCON) over WebSocket, the events, the log and
the files. `docs/master_protocol.md` is the master servers' protocol, which
the server publishes to and the server browser reads.
The code is `port/linux/src/server_*.c` (the platform side: the mode, the
standard input, the log, the rotation's grammar, the HTTP and WebSocket
server, the master servers' publisher) and `port/linux/game/server_*.c`
(the game side: the director that plays one game after another, the
commands, the gametypes, the status). The Android and web builds have no
dedicated server: they compile those files to nothing, but for
`server_json.c` (the JSON reader, which the server browser's list of master
servers uses in every build) and `server_rotation.c` (the rotation's
grammar and the gametype rules), which every build compiles.
## Panels and fleets
A game panel (Pterodactyl, PufferPanel, MCSManager: `deploy/`) runs one
server and reads its standard output; `deploy/systemd` and `deploy/docker`
run servers on one machine. For many servers on many machines, `opence-fleet`
([github.com/OpenCommunityEdition/opence-fleet](https://github.com/OpenCommunityEdition/opence-fleet))
is one control plane over them all: an agent on each machine runs the
servers and drives each through this document's API, as the owner from
the machine itself (`server.web_owner_password`, below). What it relies on
is named in the status's and the RCON's `capabilities`: `owner_web` (the
owner's role over the web, from loopback), `ban_address` (`sv_ban_address`,
`POST /api/bans`), `stop` (`sv_stop`, `POST /api/stop`, the `drain` event),
`event_addresses` (addresses in the player events) and `identity` (the
status's `pid`, `instance`...).
## Command line
| Argument | What it does |
| --- | --- |
| `--server` | Dedicated server mode (as `HALO_SERVER=1` or `server.enabled = true`) |
| `--config <path>` | The settings file; default `config.toml` beside the executable. `HALO_CONFIG_FILE`, when it is set, wins over `--config` |
| `--version` | Prints `OpenCE build-<n> (network version <v>)` and exits 0 |
| `--keygen` | Writes a new publisher key (`server.publisher_key_file`) unless one exists, prints its public key and key id, exits 0; exits 3 when the key cannot be made, read or written |
| `--sign <text>` | Prints the publisher key's Ed25519 signature of the text, in hex (an application's proof of key), exits 0; exits 3 without a text or a usable key |
| `--probe [<invite>]` | A look at a server, for a list site that shows its state: joins nothing and never starts a server (whatever `--server`, `HALO_SERVER` or `server.enabled` say). It finds the invite's game over its tunnel (without an invite, the LAN's first) and prints it as one line of JSON, the game of the invite's host alone (never another game that answers), and exits 0; when nothing answers in 30 seconds it prints `{"ok":false,"error":"no game answered in 30 seconds"}` and exits 1. Internet play is as set (`network.online`, on by default), which an invite needs |
| `--help` | Prints these, exits 0 |
`--version`, `--help`, `--keygen`, `--sign` and `--probe` write no settings: the
settings file is read, never completed or made. `--probe` wins over
`--server`, `HALO_SERVER` and `server.enabled`: a probe never writes to
`config.toml`.
A probe's line:
```json
{"ok":true,"name":"OpenCE Server","map":"bloodgulch","gametype":"ctf","players":5,"max_players":16,
"teams":true,"in_progress":true,"open":true,"dedicated":true,"network_version":38,"kind":0}
```
`gametype` is the game engine's name (`ctf`, `slayer`, `oddball`, `king`,
`race`, or `none`), `kind` the OpenCE gametype's kind the host sends (0 for
none), `open` whether it takes players now.
The release has a `halo-server` script beside `halo`, which runs
`halo --server` with its arguments.
## Exit codes and signals
| Code | Meaning |
| --- | --- |
| 0 | Stopped: `quit`, `sv_stop` (now, or at the end of its drain), SIGTERM or SIGINT |
| 1 | A fatal error in the game (a halt, a map that failed to load); the last error lines were logged. The process exits within 5 seconds of the error, even when what runs at the exit (a hook, a listing's withdrawal) does not return |
| 2 | No usable game data: `maps/ui.map`, or every rotation map, missing or not a cache file; nothing was bound |
| 3 | Bad server configuration: no rotation entry that can be played (and `server.rotation_fallback` off), `server.web_port` past 65535, a web port the server may not bind (a port below 1024 without the right to it) or whose `server.web_bind` is an address the machine does not have, or a web password (admin, moderator or viewer) shorter than 8 characters with the web port bound beyond loopback (on loopback, a warning), or the owner's (`server.web_owner_password`) shorter than 8 wherever it is bound; `--keygen` or `--sign` failing. An entry that cannot be played (a bad gametype file among them) is left out with a warning: the server stops only when none is left |
| 4 | A port in use: the tunnel's UDP port, or the web port (another program listens on it) |
| 5 | Restart asked for (`sv_restart`, now or at the end of its drain, or an update installed: `server.auto_update = "install"` installs a new release once the server has been empty for 10 minutes, on a thread of its own: the server goes on meanwhile, and stops with 5 once it is empty again (a player who joined during the install plays on). An install that fails is tried again at the next check, 6 hours on) |
| 128 + n | Stopped by signal n: a second SIGTERM or SIGINT, or the shutdown not done 5 seconds after the first |
SIGTERM and SIGINT stop the server: a game in progress goes to its
postgame, every machine is told, the listings are withdrawn, and it exits 0.
SIGHUP reloads the server's settings, the rotation and the gametype files
(`sv_reload`). SIGUSR1 prints the status on standard output. SIGPIPE and
SIGTTIN are ignored.
## Standard output
One line per event, for the operator and the panel:
```
2026-10-19T18:03:11Z INFO server: ready (tunnel 2302/udp, web 127.0.0.1:8080, listing public)
2026-10-19T18:03:40Z INFO player: Milenko joined (slot 0, machine 1)
2026-10-19T18:04:02Z INFO game: started: CTF on bloodgulch, 2 players
```
The fields are the time (UTC), the level (`INFO`, `WARN`, `ERROR`), the
category (`server`, `lobby`, `game`, `player`, `chat`, `moderation`, `net`,
`master`, `console`, `health`) and the text. `server: ready` is printed once,
when the lobby is open and, for a public server, its listing has been
published (or 10 seconds on, as the brokers are other people's): it is the
line a panel waits for. With `server.log_format = "json"` each line is an
object instead, and the line a panel waits for holds `"msg":"ready (`:
```json
{"time":"2026-10-19T18:03:11Z","level":"info","cat":"server","msg":"ready (tunnel 2302/udp, ...)"}
```
Every line is also kept in the log the web's viewers read (`/api/log`,
`sv_log`, the RCON's `log` events), but for these, which go to standard
output alone: the web password a first start makes, the invite (a
private server's lets anyone in; `/api/status` gives it to admins), and
the owner's console, the commands typed on standard input or read from the
init file and what they answered (a password's command is shown as `(a
password's command)` there too).
A health line comes once a minute: `health: players=3 frame_ms_max=4.1
frame_ms_avg=1.20 cpu=2.1% rss=96MB` (the longest and the mean frame of
the last minute, in milliseconds). Standard error keeps the platform
layer's `halo-linux:` lines, and `debug.txt` everything, as for a player's
game.
## Commands
The same commands come from standard input, `server.init_file` (run once at
the start, a command a line, `#`, `;` and `//` starting comments), the telnet
console (`debug.telnet_console`, loopback), the RCON, `POST /api/command`
and the web page. Each runs on the game's thread between frames. Every
command has a role; a caller may run it if their role is that one or above:
**viewer** < **moderator** < **admin** < **owner** (standard input, the
init file and the telnet console are the owner's: whoever holds the
process; so is a sign-in to the web or the RCON with
`server.web_owner_password` from the machine itself: "Signing in"). When
standard input ends and `server.console_exit_on_eof` is on, its last line
runs, whether or not a line's end ended it, and then the server stops.
A `<player>` is a slot number (`sv_players` lists them) or the start of a
name; a name that begins more than one player's is refused. A `<duration>`
is a number and a unit (`45s`, `30m`, `2h`, `7d`, `1w`), a bare number of
minutes, or `forever`; ten years at most. A word in quotes (`"two words"`)
is one word.
A command's text (a notice, a reason, `sv_set`'s value, a name) is kept to
printable ASCII: control characters (a line's end, a tab) and other bytes
outside it are dropped, as are the quotes around the whole text, and
standard input's and the init file's lines are cleaned so before they run.
The web is stricter where it takes a value as it is: `PUT /api/settings`
refuses a value with a control character (`schema`), and nothing is changed
for that setting. A command's reply is sent whole, however many lines.
Commands that are not the server's (the game's own console commands, the
scripts' globals and functions) need the owner role: from the web or the
RCON they are refused (`not a command of the server's`) but to the owner's
session. The server's
commands come first, so `kick` and `ban` are always the server's below, not
the game's console commands of those names.
| Command | Role | What it does |
| --- | --- | --- |
| `help [command]` | viewer | The commands, or one command's use |
| `sv_status [--json]` | viewer | The server's state, map, gametype, players, uptime, games played, network version, listing and next game |
| `sv_players [--json]` | viewer | Each player's slot, name, team, score, kills, deaths, assists, ping and machine; with the owner role or `server.log_addresses`, their address and hardware id |
| `sv_rotation` (`sv_mapcycle`), `sv_maps`, `sv_gametypes`, `sv_version`, `sv_log [n]` | viewer | Lists: the rotation, the maps there are, the gametypes, the build, the log's last n lines |
| `sv_bans` (`sv_banlist`), `sv_settings` | admin | Lists: the bans of `bans.txt`, the settings `sv_set` changes |
| `sv_masters`, `sv_publisher` | viewer | The master servers and how each answered; the publisher key's id and public key (never its seed) |
| `say <text>` (`sv_say`) | moderator | A notice on every machine's screen |
| `tell <player> <text>` | moderator | A notice on one player's machine |
| `kick <player>` (`sv_kick`) | moderator | Drops the player's machine; it may join again |
| `ban <player> [<duration>] [<reason>]` (`sv_ban`) | moderator (a day at most), admin | Drops the player's machine and bans its address and hardware id, for the duration (else for ever). A moderator must give a duration of a day or less: a ban for ever, or longer, is refused |
| `unban <number\|address\|hardware id>` (`sv_unban`) | admin | Takes a ban out of `bans.txt`; the machine may join again at once, by the LAN or the internet |
| `sv_ban_address <address\|hardware id> [<duration>] [<reason>]` | admin | Bans an IPv4 address (`a.b.c.d`) or a hardware id (up to 32 hex digits), its machine here or not: its line in `bans.txt` as `ban` writes it (the other part `none`), so that `sv_bans`, `unban` and `GET /api/bans` see it, and a machine present of that address or hardware id is dropped as `ban` drops it (`player_left`'s reason `banned`). Answers `ban <n> added` (`n`: its number in `sv_bans`) |
| `mute <player> [<minutes>]`, `unmute <player>` | moderator | The host's mute of a player's chat and voice for everyone |
| `sv_map <map> [<gametype>]`, `sv_map <entry>` | moderator | Plays that game (or a rotation entry, `map:gametype+rule=value`; a co-op one too), below |
| `sv_map_next` (`sv_next`) | moderator | Ends the game without its scores and plays the rotation's next |
| `sv_end_game` | moderator | Ends the game: its scores, then the next |
| `sv_rotation_set <entries>`, `sv_rotation_add <entry>`, `sv_rotation_del <n>`, `sv_rotation_begin [<n>]` (`sv_mapcycle_add`, `_del`, `_begin`) | admin | Changes the rotation (written to `server.rotation`, 4096 characters at most) |
| `sv_set <setting> <value>` | admin | Changes one of the server's settings, now where it can be, and in `config.toml` (below); a setting its environment variable sets is refused. A value is 256 characters at most |
| `sv_name <name>`, `sv_maxplayers <n>`, `sv_password [<password>]`, `sv_public <0\|1>`, `sv_motd <text>` | admin | `sv_set` of `server.name`, `server.max_players`, `server.password`, `server.public`, `server.motd` |
| `sv_reload` | admin | Reads `config.toml`'s server settings, the rotation and the gametype files again (as SIGHUP) |
| `sv_stop [now\|game\|empty] [<notice>]`, `sv_stop cancel` | owner | Stops the server (exit code 0): `now` (the default) as `quit` does; `game` once the game being played is over, `empty` once nobody plays (a drain, below); `cancel` the drain waiting. The notice is said to every machine first |
| `sv_restart [now\|game\|empty] [<notice>]`, `sv_restart cancel` | owner | As `sv_stop`, with exit code 5 (restart me) |
| `quit` (`exit`) | owner | Stops the server (exit code 0) |
`sv_map`'s game is played as soon as it can be, and its answer says when:
`next: <entry> (now)` in the lobby before its start was sent (the lobby
takes the entry, and the rotation's entry it replaced is played after it),
`(now: this game ends)` while a game is played (it ends at once, without
its scores), and `(once this game is over)` once the lobby's start was sent
or while a map loads (it is the next game). `sv_map` of the game being
played plays it again. The rotation goes on after it.
A drain (`sv_stop` or `sv_restart` with `game` or `empty`, `POST
/api/stop`) is a stop that waits: the listings are withdrawn as `sv_public
0` withdraws them (a new invite, the masters told), without the setting
changing; new machines are refused as while a map loads (the game is not
open: the LAN's search shows it closed, a join by the invite is told the
game is not open); then the server stops. With `game` it stops once no
game is played nor about to be: at once in the lobby with nobody in it, or
with no countdown running (fewer players than `server.min_players`);
otherwise once the game played (or about to start) is over and its
postgame shown. With `empty` it stops once nobody is on the server (at once
if nobody is now). `sv_stop cancel` (or `sv_restart cancel`) ends the
drain: the server is listed again as `server.public` says and takes new
players. A `drain` event says each (`after`: `now`, `game`, `empty` or
`cancel`), and the stop that ends a drain has the `shutdown` reason
`drained`. `/api/status`'s `drain` is the drain waiting, or `null`.
A co-op entry (`<level>:coop`) is ended as a game is: by `sv_end_game`,
`sv_map_next`, `sv_map`, `server.empty_seconds` and `server.idle_minutes`.
It has no scores: the server goes back to the lobby at once (no postgame),
and a level won ends it with `game_ended`'s reason `score`.
`sv_set` (and the settings of the web page, `PUT /api/settings`) changes
these settings, which `sv_settings` and `GET /api/settings` list:
`server.name`, `server.max_players`, `server.min_players`,
`server.password`, `server.public`, `server.rotation_fallback`,
`server.lobby_seconds`, `server.postgame_seconds`, `server.empty_seconds`,
`server.idle_minutes`, `server.team_start`, `server.motd`,
`server.frame_rate`, `server.web_password`,
`server.web_moderator_password`, `server.log_format`,
`server.log_addresses`, `server.status_file`, `server.auto_update`,
`server.coop_difficulty`, `server.region`, `server.master_publish`,
`server.chat_filter`, `server.chat_filter_slurs`, `server.chat_filter_swearing`,
`server.chat_filter_insults`,
`server.master_publish_address`, `server.metrics`, and `network.text_chat`,
`network.voice_lobby`, `network.voice_mode`, `network.voice_kbps`,
`network.votekick`, `network.votekick_minutes`,
`network.votekick_ban_minutes`, `network.map_share`,
`network.map_share_upload`, `network.public_address`,
`network.coop_friendly_fire`, `network.coop_player_collisions`,
`network.coop_ally_friendly_fire`, `network.shield_effects` and
`network.fire_origins`. Of them,
`server.status_file`, `server.auto_update` and `server.log_addresses` need
the owner role: from the web's admin, `sv_set` of one of them (`POST
/api/command`) answers `403 forbidden`, and `PUT /api/settings` leaves it
out, in its `errors` with the code `forbidden` and the message `<setting>
needs the owner role (the server's console)`; the owner's session changes
them both ways. A web password is empty or
8 characters or more. A value outside a setting's choices or range is
refused (`400 failed` from `sv_set`, `schema` in `PUT /api/settings`'s
`errors`), with `<setting> takes a whole number from <min> to <max>` (or
`from <min>`) or `<setting> is one of <a>|<b>|<c>`; a choice may be given
in either case, and is kept as the table spells it:
| Setting | Choices or range |
| --- | --- |
| `server.max_players` | 2 to 127 |
| `server.min_players` | 1 to 16 |
| `server.lobby_seconds`, `server.postgame_seconds` | 0 to 300 |
| `server.empty_seconds`, `server.idle_minutes` | 0 or more |
| `server.frame_rate` | 30 to 120 |
| `server.team_start` | `one`, `both`, `skip` |
| `server.log_format` | `text`, `json` |
| `server.auto_update` | `off`, `check`, `install` |
| `server.coop_difficulty` | `easy`, `normal`, `hard`, `impossible` |
| `network.text_chat` | `on`, `links`, `off` |
| `server.chat_filter` | `off`, `censor`, `block` |
| `server.chat_filter_slurs`, `server.chat_filter_swearing`, `server.chat_filter_insults` | `off`, `severe`, `strong`, `mild` |
| `network.voice_mode` | `off`, `team_proximity`, `team_enemy_proximity`, `team_global`, `team_global_enemy_proximity` |
| `network.voice_kbps` | 8 to 64 |
| `network.votekick_minutes` | 0 to 60 |
| `network.votekick_ban_minutes` | 1 to 1440 |
| `network.map_share_upload` | 16 to 20480 |
| `network.coop_friendly_fire` | `off`, `on`, `shields_only`, `explosives_only` |
| `network.shield_effects` | `stock`, `glow`, `light_show`, `overshield`, `glow_overshield`, `light_show_overshield`, `players` |
A dedicated server may also keep words out of its chat and its players'
names (`server.chat_filter`, off by default): the words of streamer mode's
list, by group, each group from the least severity its setting names
(`server.chat_filter_slurs`, `mild` by default: every slur;
`server.chat_filter_swearing` and `server.chat_filter_insults`, `off`).
`censor` shows a line's words as stars to everyone; `block` refuses the
line (its sender is told "Your line was not sent: it has words this server
does not allow") and refuses at the door a machine whose player's name has
them, which an updated game shows as "The host refused: your player name"
(an older one says the game is closed). Each is logged (`chat filter: …`,
`refusing a machine … its name has words the server's filter keeps out`).
Links are `network.text_chat`'s, refused by default. A list of words is
not a moderator: spaced letters and look-alikes get past it.
A dedicated server's text chat is its `network.text_chat`'s, listed or
not: `on` by default (lines with links refused), `links`, or `off`, live
(`sv_set network.text_chat off`). A game a player hosts has no text chat
while it is listed in the server browser; a dedicated server is the
exception, and the players who join it from the browser's dedicated servers
have the chat as it says, as long as a master server lists it (the
masters' word that it is an approved operator's; a listing's own flag is
not enough, so a dedicated server listed by the brokers alone, before its
operator is approved, has none for them).
The settings `sv_set` does not change (`server.web_viewer_password`,
`server.web_owner_password`, `server.web_port`, `server.web_bind`, `server.web_trusted_proxy`, the
paths, the master servers' files...) are changed in `config.toml` or their
environment variables: `sv_reload` reads the file's `server.*` settings
again, and the web port and its address are bound once, at the start. The
rotation is changed by the `sv_rotation_*` commands.
## HTTP
The server listens on `server.web_port` (8080; 0 for none) at
`server.web_bind` (`127.0.0.1`, an IPv4 address). Bound beyond loopback,
every web password that is set (admin, moderator, viewer) must have 8
characters or more, else the server exits with code 3; the owner's
(`server.web_owner_password`) must have 8 or more wherever the port is
bound. The page (`/`), the API
(`/api/...`), the RCON (`/ws`), `/healthz` and `/metrics` share the port.
Requests are HTTP/1.1 (or 1.0), `GET`, `HEAD`, `POST`, `PUT` or `DELETE`
(`HEAD` is answered as `GET` is, without the body, and counts as a read,
as a `GET`; `/api/login` takes `POST` alone), a head of 8 KB at most whose
lines end with CRLF (a bare LF, a CR inside a line, or more after the empty
line that ends it: `400 bad_request`) and a body of 64 KB at most, sent within 10 seconds of the
connection's opening or of its last answer (a connection that sends
nothing is closed then too). `Transfer-Encoding` and `Expect` are refused.
24 connections are taken at once; when they are all taken, the oldest that
waits for a request (no RCON, no request being answered) is closed for a
new one. A client that does not read its answers is read no further once
256 KB of them wait, and is closed past 2 MB.
Every request but `/healthz` counts against its address's allowance, the
page's files, `/metrics`, a sign-in and the RCON's upgrades (`/ws`) too: 60
a minute, or 600 with a session (429 `rate_limited` past it, with
`Retry-After: 60`). Behind `server.web_trusted_proxy`, a request's address
is the last entry of its `X-Forwarded-For` (the one the proxy appended: an
IPv4 address, `a.b.c.d` or `a.b.c.d:port`, or an IPv6 one, `v6`, `[v6]` or
`[v6]:port`), and its `X-Forwarded-Host` and `X-Forwarded-Proto` are
believed, whether or not it sends `X-Forwarded-For`; from any other
address they are ignored. IPv6 clients are counted by their /64: one
host's addresses share its allowance and its lockouts. Every answer is JSON
(`Content-Type: application/json`) unless said, with
`Cache-Control: no-store`, `X-Content-Type-Options: nosniff`,
`Referrer-Policy: same-origin` (under `no-referrer` a browser would send
the page's own changes with `Origin: null`) and
`Content-Security-Policy: default-src 'self'; frame-ancestors 'none'`.
### Signing in
`POST /api/login` with `{"password":"…"}` answers
`{"ok":true,"token":"<64 hex>","role":"admin","csrf":"<32 hex>","expires":<unix seconds>}`
and sets the cookie `opence_session=<token>; HttpOnly; SameSite=Strict;
Path=/`, with `Secure` when the request came through
`server.web_trusted_proxy` with `X-Forwarded-Proto: https` (never from
another address, whatever it says). The admin password
(`server.web_password`) gives the admin role, the moderator password
(`server.web_moderator_password`) the moderator role, the viewer password
(`server.web_viewer_password`) the viewer role; `{"by":"…"}` beside the
password names who signed in, in the log. A session lasts 12 hours, or 30
minutes without a request (the RCON's messages do not count: a page left
open asks `GET /api/session` now and then); 16 are kept at most, of every
role.
The owner's password (`server.web_owner_password`, empty by default: none)
gives the owner role, for a supervisor on the server's own machine (a
fleet's agent, a panel's daemon): what standard input may do, over the
API and the RCON (`quit`, `sv_stop`, `sv_restart`, `POST /api/stop`, the
owner's settings by `sv_set` and `PUT /api/settings`, the game's own
console commands by `POST /api/command`, the players' addresses and
hardware ids in `/api/players` and the events). It signs in only when the
connection's own peer address is in `127.0.0.0/8` and is not the trusted
proxy's: never by `X-Forwarded-For`, and never through
`server.web_trusted_proxy`, even one on the machine itself. From any other
address the right owner's password is refused with `403 forbidden` (the
RCON's `auth`: `{"code":"forbidden"}`, and the connection closes 1008),
and counts toward the address's lockout as a wrong password does. An
owner's session is used from the machine itself alone, as it was begun
(from elsewhere its token is no session: `401`, the RCON's `auth` with it
`denied`). A password that is also another role's gives the owner role
from the machine itself and the other role from elsewhere: give the owner
a password of its own.
A script passes `Authorization: Bearer <token>`. The page passes the
cookie, and on every request that changes something the header
`X-CSRF-Token: <csrf>`; the `Origin` of such a request (and of the
WebSocket's) must be the server's own. An `Origin: null` is taken only
when the browser's `Sec-Fetch-Site` says `same-origin`.
`POST /api/logout` ends the session (with the `X-CSRF-Token` by the
cookie; `GET` answers 405). `GET /api/session` answers
`{"ok":true,"role":…,"csrf":…,"expires":…}`, or 401.
When `server.web_password`, `server.web_moderator_password`,
`server.web_viewer_password` or `server.web_owner_password` changes
(`sv_set` and the settings change the first two; `sv_reload` reads any of
them from `config.toml`), the sessions of its role end and that role's RCON
connections close (1008, `the password changed`).
Five wrong passwords from an address (an IPv6 one's /64) in 10 minutes
lock it out for 10 minutes (429), and no more than 30 passwords a minute
are checked in all. `/api/login` takes `POST` alone (any other method:
405).
### Errors
```json
{"ok":false,"error":{"code":"forbidden","message":"needs the admin role"}}
```
| Status | Codes |
| --- | --- |
| 400 | `bad_request`, `schema` (a field missing or out of range), `failed` (the command ran and failed: its lines in `lines`), `rejected` (rotation entries: `rejected[]`), `invalid` (a gametype file: `line`) |
| 401 | `denied` (no session, or a wrong password) |
| 403 | `forbidden` (the role; the owner's password from beyond the machine), `csrf`, `origin` |
| 404 | `not_found` (also a command that is not one, a player or a ban that is not there) |
| 405 | `method` |
| 409 | `pinned` (a setting its environment variable sets), `changed` (a player's action whose slot holds another player now: the current name in `name`, nothing done) |
| 413 | `too_large` |
| 426 | `bad_request` (the WebSocket's version is not 13) |
| 429 | `rate_limited`, `locked` (with `Retry-After`) |
| 500 | `internal` (out of memory, a file that cannot be written) |
| 503 | `loading` (the game did not answer in 20 seconds, as while a map loads; with `Retry-After: 5`), `starting`, `busy` (8 RCON connections already; with `Retry-After: 5`) |
### Endpoints
| Method, path | Role | Body → answer |
| --- | --- | --- |
| `GET /healthz` | none | `200 {"state":"lobby"}` (or `loading`, `playing`, `postgame`) while the server hosts and its frames run; `503` with `{"state":"starting"}`, `{"state":"stalled"}` (no frame for a minute) or the other state otherwise |
| `GET /metrics` | none (`server.metrics`) | Prometheus text |
| `GET /api/status` | viewer | The status (below) |
| `GET /api/players` | viewer | `{"ok":true,"players":[<player>…]}` (with `address` and `hwid` for the owner, or every role with `server.log_addresses`) |
| `POST /api/players/{slot}/kick` | moderator | `{"name":"<the player's name, checked>"}` → `{"ok":true,"lines":[…]}`, or `409 changed` when the slot holds another player |
| `POST /api/players/{slot}/ban` | moderator | `{"name":…,"duration":"1d","reason":"…"}` (no duration: for ever, which a moderator's ban cannot be: `400 failed`) |
| `POST /api/players/{slot}/mute` | moderator | `{"name":…,"minutes":10}` |
| `POST /api/players/{slot}/unmute` | moderator | `{"name":…}` |
| `POST /api/players/{slot}/tell` | moderator | `{"name":…,"text":"…"}` |
| `POST /api/say` | moderator | `{"text":"…"}` |
| `GET /api/rotation` | viewer | `{"ok":true,"index":0,"entries":[<entry>…],"next":<entry>}` |
| `PUT /api/rotation` | admin | `{"entries":["bloodgulch:ctf",…]}` → the rotation, or `400 rejected` with `"error":{…,"rejected":[{"index":1,"entry":"…","reason":"…"}]}` and nothing changed |
| `POST /api/rotation/next` | moderator | `{}`: `sv_map_next` |
| `POST /api/rotation/play` | moderator | `{"map":"…","gametype":"…"}`: `sv_map` (a map or gametype that cannot be played: `400 failed`) |
| `GET /api/gametypes` | viewer | `{"ok":true,"builtin":["slayer",…],"schema":{"fields":[<field>…]},"files":[{"name":…,"base":…,"description":…,"error":null}]}` (`builtin`: the Xbox's gametypes, then OpenCE's; a file that cannot be read has `base` and `description` empty and `error` saying why) |
| `GET /api/gametypes/{name}` | viewer | `{"ok":true,"name":…,"text":"<the TOML>"}` |
| `PUT /api/gametypes/{name}` | admin | `{"text":"<TOML>"}` → `{"ok":true}`, or `400 invalid` with `line` and `message` (a name is `a`–`z`, `0`–`9`, `_` and `-`, 32 at most) |
| `DELETE /api/gametypes/{name}` | admin | `{"ok":true}` |
| `GET /api/maps` | viewer | `{"ok":true,"maps":[{"name":"bloodgulch","level":"levels\\test\\bloodgulch\\bloodgulch","kind":"xbox","title":"Blood Gulch"}…]}` (`kind`: `xbox` or `custom`; `title` is the map's display name, else its `name`) |
| `GET /api/bans` | admin | `{"ok":true,"bans":[{"n":0,"when":"2026-10-19 18:00:00","ip":"…","hwid":"…","players":"…","reason":"…","until":<unix>\|null}…]}` |
| `POST /api/bans` | admin | `{"ip":"203.0.113.5","hwid":"…","names":"…","duration":"1d","reason":"…"}` (`ip` or `hwid`, or both; the rest may be left out: no duration is for ever) → `{"ok":true,"n":<the new ban's number in GET /api/bans>}`: `sv_ban_address`, a machine present of the address or the hardware id dropped; `400 schema` for an address that is not IPv4, a hardware id that is not hex, a duration that is not one |
| `DELETE /api/bans/{n}` | admin | `{"ok":true}` |
| `GET /api/settings` | admin | `{"ok":true,"settings":[<setting>…]}` |
| `PUT /api/settings` | admin | `{"server.name":"…","server.max_players":16,"server.public":true,…}` (a value as JSON, a boolean, a number or a string, or its text: `"true"`, `"16"`; `null` empties it) → `{"ok":true,"applied":["server.name"],"errors":[{"name":…,"code":…,"message":…}]}`; each setting is changed or refused on its own |
| `POST /api/command` | the command's | `{"line":"sv_status"}` (511 characters at most) → `{"ok":true,"lines":["…"]}`, or a refusal (`failed`, `forbidden`, `not_found`, `pinned`) with the command's `lines` |
| `POST /api/stop` | owner | `{"after":"now\|game\|empty","notice":"…","restart":false}` (`notice` and `restart` may be left out) or `{"cancel":true}` → `{"ok":true,"lines":["…"]}`: `sv_stop` (`sv_restart` with `restart`) `after notice`, or `sv_stop cancel` (`400 failed` with no drain waiting); `400 schema` for another `after` |
| `GET /api/log?after=<n>&limit=<m>` | viewer | `{"ok":true,"lines":[{"n":12,"time":<ms>,"level":"info","cat":"game","text":"…"}…],"next":12,"missed":0}` (`limit` 1 to 1024, 256 by default; the chat's lines for admins only) |
| `GET /api/events?after=<seq>` | viewer | `{"ok":true,"events":[<event>…],"next":<seq>,"missed":0}` (`player_joined` and `player_left` with `address` and `hwid` for the owner, or every role with `server.log_addresses`) |
| `GET /ws` | | The RCON (below) |
| `GET /`, `/app.js`, `/app.css`, `/icon.svg` | none | The page (`server.web_ui`) |
`next` is the `after` of the next request: the last line's `n` (or event's
`seq`) read. An `after` past the latest (as after a restart) reads from the
start. `missed` counts lines or events that left the ring (2048 lines, 512
events) before they were asked for.
### The status
```json
{"ok":true,"time":1760900000123,"name":"OpenCE Server","state":"playing",
"build":"build-206","network_version":38,"uptime":3600,"games_hosted":4,
"map":"bloodgulch","level":"levels\\test\\bloodgulch\\bloodgulch","gametype":"ctf","variant":"CTF","teams":true,
"players":5,"max_players":16,"machines":5,"countdown":-1,"game_seconds":312,"team_scores":[2,1],
"listing":{"online":true,"public":true,"password":false,"invite":"halo://join/…"},
"rotation":{"index":0,"count":3,"next":{"text":"sidewinder:team_slayer","map":"sidewinder","gametype":"team_slayer"}},
"frame_ms_max":4.1,"frame_ms_avg":1.2,"tick_ms_avg":1.2,
"masters":[{"url":"https://master1.example.org","listed":true,"probe":"ok","code":"","message":"","updated":1760899990}],
"update":{"available":false,"build":""},
"drain":null,
"pid":4021,"started":1760896400,"instance":"eu-1","region":"eu","tunnel_port":2302,
"publisher_key_id":"3f9a2c7d1e5b8a04","web_port":8080,
"capabilities":["events","status","rotation","settings","bans","owner_web","ban_address","stop","event_addresses","identity"]}
```
`state` is `waiting` (the menus settling), `hosting` (making the game),
`lobby`, `loading`, `playing`, `postgame` or `stopping`. `countdown` is the
lobby's seconds left, `-1` when it is not counting. `team_scores` is `null`
in a game without teams. `frame_ms_max` and `frame_ms_avg` are the longest
and the mean frame of the last minute (`tick_ms_avg` is the mean again, for
older readers). `invite` is given to admins only (empty for others). An entry of the rotation is
`{"text":"sidewinder:team_slayer+score=50","map":"sidewinder","gametype":"team_slayer","rules":{"score":50},"rejected":null}`
(`rejected` is why it cannot be played, else `null`). `drain` is the
drain waiting (`sv_stop game`...), `{"after":"game","restart":false,"since":<unix
seconds>}`, else `null`. `pid` is the server's process, `started` when it
started (seconds since 1970), `instance` the name the master servers know
it by (`server.instance`, else the slug of `server.name` they are given),
`region` `server.region`, `tunnel_port` the tunnel's UDP port
(`network.tunnel_port`; 0 when `network.online` is off), `publisher_key_id`
the publisher key's id (16 hex digits; empty without a key: `sv_publisher`)
and `web_port` `server.web_port`. `capabilities` is the RCON's hello's. The rotation's
`index` (in the status and `GET /api/rotation`) is the entry being played,
`-1` while an `sv_map` game is played or before the first lobby; `next` is
the entry after the one played last (the first while none has been).
A player is
`{"slot":0,"name":"Milenko","team":0,"score":3,"kills":3,"deaths":1,"assists":0,"ping":42,"machine":1,"joined":1760899000,"muted":false}`;
with the owner role, or `server.log_addresses`, also
`"address":"203.0.113.5","hwid":"…"`. `team` is 0 (red), 1 (blue) or -1
(no teams); `ping` is in milliseconds, `null` when it is not known yet.
`client` is the player's machine's build as its game tells it (shortly
after it joins), for every role:
`{"build":282,"flavor":"release","version":"OpenCE Linux | build 282 (release)","repository":"OpenCommunityEdition/OpenCE","mods":["trollface 1.0"]}`
(`build` 0 for a build CI did not number, `repository` empty when the build
does not know it, `mods` the mods it plays in their load order, each its
folder and its version), or `null` from a game that does not tell it. It is
what the player's game says, which a changed build can make anything.
A setting is
`{"name":"server.name","type":"string","value":"OpenCE Server","default":"OpenCE Server","comment":"…","env":"HALO_SERVER_NAME","pinned":false,"secret":false,"choices":null,"min":null,"max":null}`;
`type` is `boolean`, `integer`, `real` or `string`, and `value` and
`default` are of that type in JSON (`true`, `16`, `"OpenCE Server"`); a
reader should also take their text (`"true"`, `"16"`), which older servers
sent. `choices` lists a word setting's words, `min` and `max` bound a
number's, each `null` where there is none (the table above). `env` is
`null` for a setting no environment variable sets. A secret one (the
passwords) has `value` and `default` empty and `"set":true` when it is
set. `pinned` is a setting
its environment variable (`env`) sets: it cannot be changed.
A gametype schema field is
`{"key":"score_to_win","alias":"score","table":"universal","engine":"all","type":"integer","min":0,"max":999,"choices":null,"default":null,"description":"…"}`
(`table`: the gametype file's table it goes in, `universal`, `options`,
`ctf`, `slayer`, `oddball`, `king` or `race`; `engine`: `all`, or the game
engine whose table it is; `type`: `integer`, `boolean` or `choice`).
## The RCON
`GET /ws` with `Upgrade: websocket` and the subprotocol `opence-rcon-1`.
Every frame is text holding one JSON object. The server speaks first:
```
→ {"type":"hello","protocol":1,"server":"OpenCE Server","build":"build-206","network_version":38,
"capabilities":["events","status","rotation","settings","bans","owner_web","ban_address","stop","event_addresses","identity"]}
← {"type":"auth","password":"…","by":"paul"} or {"type":"auth","token":"<session token>"}
→ {"type":"auth","ok":true,"role":"admin"}
→ {"type":"auth","ok":false,"error":{"code":"denied"}} and the connection closes (1008)
← {"type":"command","id":1,"line":"kick Milenko"} or {"type":"command","id":1,"command":"say","args":["two words"]}
→ {"type":"reply","id":1,"ok":true,"lines":["Milenko kicked by the host"]}
→ {"type":"reply","id":2,"ok":false,"lines":["…why…"]} (the command ran and failed)
→ {"type":"reply","id":3,"ok":false,"lines":[],"error":{"code":"busy","message":"…"}} (not run)
← {"type":"subscribe","events":["player","chat","game","moderation","status","log","master"],"after":1830}
→ {"type":"event","seq":1831,"time":1760900000123,"event":"player_joined","slot":3,"name":"Milenko",…,"replay":true}
→ {"type":"event","seq":1831,"time":…,"event":"status","status":{…the status…}} (at the subscribe, then every 2 s)
→ {"type":"event","time":…,"event":"log","n":5120,"level":"info","cat":"game","text":"…"} (no seq: n is its sequence)
← {"type":"ping"}
→ {"type":"pong"}
→ {"type":"overflow"} and the connection closes (1013): the client read too slowly
→ {"type":"error","id":…,"error":{"code":"…","message":"…"}} (an unknown type, a malformed message)
```
A connection signed in with the page's cookie (on the same origin) needs no
`auth` message: its `hello` is followed by `{"type":"auth","ok":true,…}`.
The `capabilities` say what the server has beyond the first release's
(`events`, `status`, `rotation`, `settings`, `bans`): `owner_web`,
`ban_address`, `stop`, `event_addresses` and `identity` ("Panels and
fleets"); a client checks for one before it uses it. The owner's password
signs in from the server's own machine alone ("Signing in").
A command is a `line`, or a `command` and its `args`, which the server
joins with spaces, quoting an argument that holds a space or is empty (511
characters in all at most). Ids are the client's (a number or a string),
echoed in the reply; each command gets exactly one reply. A connection
runs one command at a time: a command sent before the last one's reply is
not run. A reply whose command ran has `ok` and the command's `lines`, and
no `error`, whether it succeeded or failed; one that was not run has `ok`
false, no lines and an `error`: `denied` (not signed in), `rate_limited`
(32 commands a second, in bursts of 64), `bad_request` (no command, or too
long), `busy` (another command's reply is awaited) or `loading` (the game
did not answer in 20 seconds; the command may still have run, and is never
sent again by the server). `after` replays the events still in the ring
since that sequence number, marked `"replay":true`. A connection holds 1024
messages for the client at most; 8 connections are taken at once (a ninth
upgrade answers `503 busy`), and each upgrade counts against its address's
allowance (above). The
event groups are `player` (`player_joined`, `player_left`, `map_share`), `chat`
(`chat`), `game` (`lobby_opened`, `countdown`, `game_started`,
`game_ended`, `postgame`, `score`, `kill`), `moderation` (`kick`, `ban`,
`unban`, `mute`, `unmute`, `speed_hack`), `status` (`status`), `log`
(`log`, each log line as `{"n","level","cat","text"}`), `master`
(`master`), and `server` (`server_started`, `reloaded`, `warning`,
`drain`, `shutdown`), which every subscriber gets.
The log's lines of the `chat` category go to the `chat` group, the others
to `log`.
`status` and `log` events go to their subscribers as they come and are
not kept in the ring: `after` does not replay them (`/api/log` reads the
log's own ring). A `status` event's `seq` is the latest event's (no new
number: the same one comes again until another event), and a `log` event
has no `seq`: its `n`, the log line's number and `/api/log`'s cursor, is
its sequence. A client keeps one cursor for the events (`seq`, of the
events of the ring) and another for the log's lines (`n`); a client that
reconnects with `after` may get events it had, and drops those whose `seq`
it has seen (a `status` event is never dropped so).
## Events
Every event has `seq` (rising, never reused while the server runs; a
`status` event has the latest one's, a `log` event none: above), `time`
(milliseconds since the epoch) and `event`:
| Event | Fields |
| --- | --- |
| `server_started` | `name, build, network_version, pid, started, instance, region, tunnel_port, publisher_key_id, web_port` (as the status's), `rotation[]` (the entries' texts) |
| `lobby_opened` | `map, gametype, variant` (the gametype's name as the game shows it), `teams, index` (the rotation's entry) |
| `countdown` | `seconds` (-1: paused) |
| `game_started` | `map, gametype, variant, teams, team_scores[]` (team games), `players[]` |
| `game_ended` | `map, gametype, variant, teams, reason` (`score`, `time`, `idle`, `empty`, `command`, `next`), `duration` (seconds), `team_scores[]` (team games), `players[]` |
| `postgame` | `seconds` |
| `player_joined` | `slot, name, team, machine`; `address, hwid` for the owner, or every role with `server.log_addresses` |
| `player_left` | `slot, name, reason` (`left`; `kicked` and `banned` when the server's `kick`, `ban` or `sv_ban_address` dropped the machine, `banned` for a speed hack's drop too); `address, hwid` (as it joined) as `player_joined`'s |
| `chat` | `channel` (`everyone`, `team`, `vehicle`), `slot, name, text` (admins only; the lines the host sends on) |
| `kill` | `killer, victim` (slots; -1 for none), `weapon` (the killer's weapon's or the killing object's tag name, or null), `friendly_fire` |
| `score` | `map, gametype, variant, teams, team_scores[]` (team games), `players[]` (once a second at most, on a change) |
| `kick`, `ban`, `unban`, `mute`, `unmute` | `name, by, reason?, until?` |
| `speed_hack` | `machine, names, rate, ahead_ticks, action` (`kicked`, or `unverified`: its datagrams alone said so, and it stays) |
| `map_share` | `machine, map, state` (`asked`, `downloading` at each tenth, `downloaded` or `failed` once for each request), `progress` (0 to 100: a percentage already) |
| `warning` | `text` (a newer release, with `server.auto_update`) |
| `reloaded` | `rotation_changed, rejected[]` (`{"entry","reason"}` of each entry left out) |
| `master` | `url, listed, probe, code, message` |
| `drain` | `after` (`now`, `game`, `empty`, `cancel`), `restart` (exit code 5), `notice` (empty for none) |
| `shutdown` | `reason` (`quit`, `sv_stop`, `sv_restart`, `drained`: a drain's end, `signal <n>`, `update installed`, `nothing to play`, `debug.exit_after`), `code` (the exit code) |
Players in events are as in `/api/players` for the viewer role (no
addresses), but for `player_joined` and `player_left`, which carry the
player's address and hardware id (`""` when not known) to the owner, and to
every role when `server.log_addresses` is on (`/api/players`' rule), in the
RCON's events, their replay and `GET /api/events` alike. `variant` is the gametype's name as the game shows it (`Co-op`
in a co-op entry).
## Bans
A ban is a line of `bans.txt` (in `paths.logs`, else the data root). A
timed ban is kept out by its line's `until=` alone, and ends then. A ban
for ever, and a machine dropped for cheating, also keep the machine out
for the rest of the run by its address, its real address or its hardware
id. `sv_ban_address` and `POST /api/bans` write such a line for an address
or a hardware id with no player of it needed (the part not given is
`none`). `unban` takes the line out and readmits the machine by
the line's address or hardware id, whether it joins on the LAN or by
internet play.
## The rotation
`server.rotation` (and `sv_rotation_set`, `PUT /api/rotation`) is a list of
entries, `map[:gametype[+rule=value...]]`, separated by commas, semicolons
or new lines; a line that begins with `#` is a comment (to its line's end,
commas and all). The text is 4096 characters at most (the entries past it
are left out, with a warning), an entry 255 characters and the list 64
entries. `config.toml` keeps a string setting of up to 4096 characters, so
a rotation that long is saved whole and read back after a restart.
- The map is a multiplayer map's name (`bloodgulch`: the Xbox's
`maps/<name>.map`, else a Custom Edition map of `custom_maps`),
`custom_maps\<name>` (a Custom Edition map; `/` is taken for `\`), or a
level's path (`levels\test\bloodgulch\bloodgulch`). A campaign level is
played as co-op only: `<level>:coop`, at `server.coop_difficulty`.
- The gametype (`slayer` when there is none) is a built-in's name
(`slayer`, `team_slayer`, `slayer_pro`, `elimination`, `phantoms`,
`endurance`, `rockets`, `snipers`, `stalker`, `ctf`, `ironctf`,
`ctf_pro`, `invasion`, `oddball`, `team_oddball`, `reverse_tag`,
`accumulation`, `juggernaut`, `king`, `team_king`, `king_pro`,
`crazy_king`, `race`, `team_race`, `rally`, `team_rally`, and Halo PC's
names `ffa`, `ffa_slayer`, `teamslayer`, `tslayer`, `koth`, `team_koth`,
`iron_ctf`, `teamrace`, `teamoddball`), an OpenCE gametype's (`swat`,
`infection`, `gun_game`, `hardcore`, `hardcore_ctf`, `hardcore_oddball`,
`hardcore_king`), a gametype file's name (`gametypes/<name>.toml`), or
`file=<name>` (a gametype a player's game saved, below). A gametype's
name is letters, digits, `_`, `-` and `.`, in any case.
- A rule is a gametype rule's name or its short name (`score`, `time`,
`weapons`, `ff`...; `GET /api/gametypes`'s schema lists them), with a
value it takes; a rule of another game engine than the gametype's is
refused. 48 rules at most; a rule given twice is the last.
An entry that cannot be played (a map that is not there, a bad gametype
file, a rule out of range) is left out with a warning, at the start and at
`sv_reload`; `sv_rotation_set` and `PUT /api/rotation` change nothing when
one of their entries cannot be played.
A change of the rotation (`sv_rotation_*`, `PUT /api/rotation`,
`sv_reload`) keeps its place: the next game is the entry after the one
played last, found again in the new list (the first entry only when none
has been played yet). `sv_reload` takes the rotation again when its text
changed, and also when only its entries' rejections changed (a map or a
gametype file added or taken out since).
`server.team_start` decides how a team game starts. `one` (the default)
starts it with the players of one team. `both` waits, saying nothing,
for a player on each team. `skip`, when one player waits for a team game
that `sv_map` did not ask for, plays the rotation's next entry without
teams instead (if it has one); it is checked when the lobby opens and
again when its countdown would begin. With no entry left, the server
stops with exit code 3 (2 when no rotation map is there), or plays
`bloodgulch:slayer` with `server.rotation_fallback`.
## Gametype files
A gametype file, `gametypes/<name>.toml` (the name `a`–`z`, `0`–`9`, `_`
and `-`), is a built-in or OpenCE gametype (`base`) and rules over it:
```toml
base = "team_king" # the gametype it starts from
name = "Moving Hill" # the name the game shows: 11 characters of printable ASCII
[universal]
score_to_win = 3
[options]
time_limit = 15
friendly_fire = "off"
[king]
moving_hill = true
```
Each rule goes in its table (the schema's `table`): `[universal]`,
`[options]`, and one game engine's, `[ctf]`, `[slayer]`, `[oddball]`,
`[king]` or `[race]`. A file gives each rule its full name
(`vehicle_set`, `team_vehicles`, `score_to_win`): the short names
(`vehicles`, `score`) are the rotation's alone. A file is 64 KB at most.
`deploy/gametypes` has examples. The server reads the `gametypes` folder
beside `config.toml` if there is one, else the data root's, and writes the
web page's files to it.
A gametype a player's game saved is played with `file=<name>`: copy the
saved gametype, as `<name>.gametype`, into the same `gametypes` folder
(beside `config.toml` if there is one, else the data root's).
## The listing
A public server (`server.public`, with `network.online` and
`network.public_lobby`) is published to each master server of
`masters.txt` (`docs/master_protocol.md`). A change that a list shows (the
listing made public or private, a player joining or leaving, the name, the
map) is published within 5 seconds. Made private, the server makes a new
invite and sends the masters a closed publish, which takes it off their
lists;
`network.public_lobby = false` stops the publishing too. A master's
`Retry-After` is kept (a day at most). `key_revoked` and
`publisher_revoked` stop the publishing to that master for the run;
`unknown_key`, `publisher_pending`, `application_denied` and
`listing_taken` are logged once a minute while they last.
## Files
| File | What |
| --- | --- |
| `config.toml` | Every setting (beside the executable; `HALO_CONFIG_FILE`, else `--config`, names another) |
| `init.txt` (`server.init_file`) | Commands run at the start, in the data root unless a full path |
| `gametypes/<name>.toml` | Gametype files: the `gametypes` folder beside `config.toml` if there is one, else the data root's |
| `gametypes/<name>.gametype` | Gametypes saved by a player's game (`file=<name>` in the rotation): the same `gametypes` folder |
| `publisher.key` | The publisher key for the master servers (beside `config.toml`). On Windows, a server's `config.toml` and `publisher.key` are given an access list of their owner alone (the entries inherited for Administrators and SYSTEM taken out) |
| `masters.txt` | The master servers (`server.masters_file`: beside `config.toml`, else beside the executable); one that names none leaves the official master, built in |
| `bans.txt`, `cheaters.txt`, `debug.txt` | In `paths.logs`, else the data root |
| `status.json` (`server.status_file`) | The status, written every 2 seconds |
| A password's file (`HALO_SERVER_WEB_PASSWORD_FILE`, `HALO_SERVER_WEB_OWNER_PASSWORD_FILE`, `HALO_SERVER_WEB_MODERATOR_PASSWORD_FILE`, `HALO_SERVER_WEB_VIEWER_PASSWORD_FILE`, `HALO_SERVER_PASSWORD_FILE`) | A container's secret: when the plain variable is not set, the file's first line (its CR and LF off) is the setting's value, which is then pinned as the plain variable's would be (`sv_set` and `PUT /api/settings` refuse it, `409 pinned`). Read once, at the start; a file that cannot be read is logged, and the setting is `config.toml`'s |
## Releases
Each release has `SHA256SUMS` (the SHA-256 of each of its files, as
`sha256sum` writes them: `<hex> <name>`, written by `tools/ci_build.py
sums`) and `SHA256SUMS.sig`: the Ed25519 signature of that file's exact
bytes by the project's release key, in 128 lowercase hex digits and a
newline (the form `opence-master-server`'s `cmd/release-sign` writes). The
public key is `deploy/release-key.pub` (64 hex digits:
`d04e8b101007d1641cace8b95fcca76f7f44709f6885c3d031b52394dbdf9376`).
`tools/release_sign.sh verify SHA256SUMS` checks the signature (OpenSSL 3),
and `sha256sum -c --ignore-missing SHA256SUMS` the files downloaded. The
build workflow signs with the `RELEASE_SIGNING_KEY` secret (the key's seed,
64 hex digits) and checks the signature against `deploy/release-key.pub`
before it publishes the release.
-650
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@@ -1,650 +0,0 @@
# The master servers' protocol, version 1
A master server lists dedicated servers and vouches for who publishes them.
An operator applies to a master once with the public half of an Ed25519
key, the *publisher key*, through the master's Discord bot; once an
approver approves the application, the
operator's servers publish to the master with requests signed by that key,
and the master lists them after probing their UDP port. The game's server
browser fetches each master's list, checks the master's signature with the
key pinned in `masters.txt`, and joins a listed game by the invite in its
listing, as it joins a game heard on the brokers.
A master carries no game traffic: each list entry holds the host-signed
listing the game publishes to the signalling brokers (`p2p_lobby.c`), so
the join path is unchanged and nobody needs the master to be honest about a
game's details.
This document is the contract between the game (the publisher in
`port/linux/src/server_master.c`, the probe's answer, the list client in
`port/linux/src/master_list.c`) and the masters' implementations. The
project's implementation is `opence-master`
(github.com/OpenCommunityEdition/opence-master-server, Go, AGPL-3.0-or-later),
whose `testdata/vectors.json` holds fixed keys and every value this
document derives from them, and whose `tests/conformance` is the test a
master must pass to be an official one. `docs/dedicated_server.md` is the
server's side: its settings, `--keygen` and `--sign`.
## Conventions
| Thing | Form |
| --- | --- |
| Hexadecimal | Lowercase, two digits a byte, no prefix |
| Base64 | The standard alphabet (RFC 4648 section 4) with `=` padding |
| Times | Unix seconds, decimal, UTC |
| JSON | UTF-8; every string the protocol defines is printable ASCII (0x20 to 0x7E) |
| Signatures | Ed25519 as RFC 8032 defines it (with SHA-512): Monocypher's `crypto_ed25519_sign` and `crypto_ed25519_check`, Go's `crypto/ed25519` |
| Transport | HTTPS. A master refuses publishes, key changes and peers' requests over plain HTTP except from loopback |
| Unknown JSON fields | Ignored by both sides, so later versions can add fields |
## Keys and identifiers
| Thing | Definition |
| --- | --- |
| Key file (`publisher.key`, `master.key`) | One line of 64 hexadecimal digits: the Ed25519 seed (32 bytes). Anything after `#` is a comment; blank lines are skipped. Mode 0600 |
| Public key, as text | `ed25519:` and the 32-byte public key in hexadecimal (64 digits) |
| Key id | The first 8 bytes of SHA-256 of the 32-byte public key. Written as 16 hexadecimal digits (`keyid=`, `key_id`, `Signature-Key`); in the probe's packets it is the 8 raw bytes |
| Instance | A name the operator gives each server process (`server.instance`): 1 to 32 characters of `a-z`, `0-9`, `-` and `_`, the first a letter or a digit |
| Server id | The first 16 hexadecimal digits (8 bytes) of SHA-256 of the ASCII text of the key id's 16 hexadecimal digits followed by the instance's text, with nothing between them |
The server id hashes the key id **as its 16 characters of text**, not its 8
bytes. With the vectors' publisher key (RFC 8032's first test seed):
```
seed 9d61b19deffd5a60ba844af492ec2cc44449c5697b326919703bac031cae7f60
public key ed25519:d75a980182b10ab7d54bfed3c964073a0ee172f3daa62325af021a68f707511a
key id 21fe31dfa154a261 (SHA-256 of the 32 key bytes: 21fe31dfa154a261...)
instance main
hashed "21fe31dfa154a261main" (20 ASCII bytes)
server id 4c5f15237c866f6f (SHA-256 of those 20 bytes: 4c5f15237c866f6f...)
```
The same instance under another key is another server id, so a server
keeps its id across restarts as long as it keeps its key and its instance.
A master refuses a public key whose point has a small order (its X25519
form multiplied by a clamped scalar is zero, as `p2p_ed25519_verify`
checks), since anyone can make signatures that verify under one.
`masters.txt` (the one beside `config.toml`, else the one beside the
executable) lists the masters, one per line:
`https://master1.example.org ed25519:<64 hex>`; `#` starts a comment; the
first 4 are used. A file that names none (missing, empty, or comments alone,
as the release's) leaves the official master, built into the game
(`master_list_read_defaults` in `port/linux/src/master_list.c`) and the web
page (`servers.js`):
`https://master.opencommunityedition.com ed25519:89f4eda71229f11f3538679f49ef7fb0c2b407b380093f7f4fe02105b92225aa`.
The web build reads its site's `masters.json` before the official master. The URL is an origin with no path, or a path
the master is served under as it is (a proxy must not rewrite paths, since
the path is signed).
## Signed requests
A publisher's requests carry a detached signature in one header:
```
Authorization: OpenCE-Ed25519 keyid=<16 hex>, ts=<unix seconds>, nonce=<32 hex>, sig=<base64 of 64 bytes>
```
The signature is the key's over the bytes of this string, its parts joined
by single line feeds (0x0A) and no line feed at the end:
```
OpenCE-Master-v1
<the receiving master's key id>
<METHOD>
<PATH>
<ts>
<nonce>
<SHA-256 of the body, in hexadecimal>
```
| Part | Rule |
| --- | --- |
| Master key id | The key id of the master the request is sent to: the first 8 bytes of SHA-256 of the master's list-signing public key (the key pinned for it in `masters.txt`), as 16 lowercase hexadecimal digits. It binds the request to that master: a request signed for one master does not verify at another, even within the replay window. A master checks the signature with its own key id |
| `METHOD` | The request's method in capitals: `PUT`, `DELETE`, `GET`, `POST` |
| `PATH` | The path exactly as the request line sends it, without the query string: `/v1/servers/4c5f15237c866f6f`, `/v1/me`, `/v1/publishers` |
| `ts` | The same decimal text as in the header: no sign, no leading zeros |
| `nonce` | 16 random bytes in hexadecimal (32 digits), new for each request |
| Body hash | Of the exact body bytes sent; an empty body's is SHA-256 of no bytes, `e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855` |
The four parameters come once each, in any order, separated by commas with
optional spaces; a publisher sends them in the order above. The master
checks, in this order, and answers the first failure:
| Check | Failure |
| --- | --- |
| The header parses (scheme, the four parameters and their forms) | `401 bad_signature` |
| `ts` is within 300 seconds of the master's clock | `401 clock` (the body's `master_time` is the master's clock, for the server to log) |
| The key id is a publisher's, or an application's | `403 unknown_key` |
| The signature verifies, for this master's key id | `401 bad_signature` |
| The nonce was not seen with this key in the last 600 seconds | `401 replay` |
Since `unknown_key` is answered before the signature is checked, anyone can
learn whether a key id is known to a master (a publisher's or an
application's) by sending it with any signature. This is a known property
of version 1: key ids are not secret (each is a hash of a public key, which
an operator hands out when applying), and the answer says nothing more of
the key than that the master has seen it.
The vectors' `GET /v1/me` to the vectors' master (key id
`39f713d0a644253f`) at 1760900001 with the nonce
`f0e0d0c0b0a090807060504030201000` signs
```
OpenCE-Master-v1\n39f713d0a644253f\nGET\n/v1/me\n1760900001\nf0e0d0c0b0a090807060504030201000\ne3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855
```
and sends
```
Authorization: OpenCE-Ed25519 keyid=21fe31dfa154a261, ts=1760900001, nonce=f0e0d0c0b0a090807060504030201000, sig=duRZ+WKAI8hbvidtC63U1XHxOSoeRN5mcrZvw4qihhlilhZjbVBCLYjsQLr4+F2C1gy6lN9/ixqevFX7dfNGDA==
```
## Publishing
`PUT /v1/servers/{server_id}`, signed, with a JSON body of 16 KB at most.
A server publishes to every master in `masters.txt` every 30 seconds, and
within 5 seconds of a change (the lobby opened, a game started or ended, a
player joined or left, the name or map changed). On shutdown it publishes
`closed: true` (or `DELETE`s) and waits up to 2 seconds.
```json
{"protocol":1,"instance":"main","name":"OpenCE Dedicated","map":"bloodgulch","gametype":"CTF","variant":"CTF",
"players":5,"max_players":16,"teams":true,"in_progress":false,"password":false,"dedicated":true,
"network_version":38,"build":"build-206","region":"eu","tunnel_port":2302,
"listing":"<base64 of the host-signed listing>","closed":false,"serial":412}
```
(The vectors' publish, made at network version 38: "The listing" says
why the examples keep it.) The game's publisher sends `protocol`,
`instance`, `listing` (but in a tombstone), `tunnel_port`, `dedicated`,
`build`, `region` and `variant` when they are set, `address` with
`server.master_publish_address`, `serial` and `closed`; the listing holds
the rest. A server that goes private, or off the internet, sends one more
publish, `closed: true`, to each master that listed it.
| Field | Type | Required | Meaning |
| --- | --- | --- | --- |
| `protocol` | number | yes | 1 |
| `instance` | string | yes | The instance; the path's server id must be the server id of the signing key's id and this instance, else `400 server_id` |
| `listing` | string | yes, but with `closed: true` | Base64 of the exact bytes `listing_make` makes, the bytes the game publishes to the brokers |
| `tunnel_port` | number | yes, unless `address` is given | The UDP port the game's tunnel socket is bound to (`network.tunnel_port`), 1 to 65535 |
| `address` | string | no | `"203.0.113.5:2302"`: an IP address (IPv4, or IPv6 in brackets) and a port to probe instead of the request's source address. Sent only with `server.master_publish_address`; a master serves it in its list only if its own policy allows (`MASTER_SERVE_ADDRESSES`). It must be globally routable (below); a private or loopback address is taken only from a private or loopback source |
| `dedicated` | boolean | no | A dedicated server. Also read from the listing's flag 32, which a dedicated server sets; either makes the entry dedicated. A player's public game, published with the player's publisher key, sends `false` |
| `variant` | string | no | The gametype's name as the server shows it; printable ASCII, cut to 24 |
| `build` | string | no | The game's build (`build-206`); cut to 32 |
| `region` | string | no | Up to 16 of `a-z`, `0-9` and `-` (`server.region`) |
| `serial` | number | no | A whole number the server raises at each change; kept and shown to admins |
| `closed` | boolean | no | `true`: unlist the server now |
| `name`, `map`, `gametype`, `players`, `max_players`, `teams`, `in_progress`, `password`, `network_version` | | no | Informational only: the listing is authoritative. A value that differs from the listing's is ignored, and the answer's `warnings` says so |
The master parses the listing and checks the host's signature (below), and
takes from it the name, the map, the gametype, the players and most
players, the gametype's engine, the game's kind, the open, in-progress,
teams and password flags, and the network version, so a publish cannot
claim more than the host signed. A listing that does not parse or verify
is `400 listing`. So is one whose own time is more than 3600 seconds from
the master's clock. A listing with the same host key and a lower sequence
than the one the master holds is not taken (the newer stays; a warning
says so). A listing with the closed flag unlists the server, as
`closed: true` does.
The master records the request's source address (behind a reverse proxy,
the address its trusted proxy forwards) to probe the server. It keeps the
addresses 7 days at most after a server's last publish, for probes and
abuse handling, and never serves them.
The addresses a master probes and serves are an allowlist of globally
routable unicast addresses: an IPv4 address outside IANA's special-purpose
ranges (`0/8`, `10/8`, `100.64/10`, `127/8`, `169.254/16`, `172.16/12`,
`192.0.0/24`, `192.0.2/24`, `192.88.99/24`, `192.168/16`, `198.18/15`,
`198.51.100/24`, `203.0.113/24`, `224/4`, `240/4`); an IPv6 address in
`2000::/3` outside `2001::/23`, `2001:db8::/32`, `3fff::/20` and
`5f00::/16`; a 6to4 (`2002::/16`) or well-known NAT64 (`64:ff9b::/96`)
address whose embedded IPv4 address is global. An IPv4-mapped address is
judged as its IPv4 address. Everything else (link-local, site-local
`fec0::/10`, unique local, multicast, `64:ff9b:1::/48`, zones) is refused
(`400 schema`, `field: address`), except a private or loopback address
from a private or loopback source (a master on the same network). A
publish from a source address outside the allowlist without `address` is
refused the same way when the master probes.
A listing's host key is published by one publisher at a time: a listing
whose host key is that of a live server of another publisher is refused,
`403 listing_taken`, so a listing's bytes copied from a list cannot be
published by someone else. The same publisher may carry it under another
server id (another key or instance). A host makes a new listing (a higher
sequence) at each of its publishes, so a live server that has taken no newer
listing of its host key for 90 seconds (3 intervals) is replaying a copy:
a publish of a newer listing of that host key takes the host key from it,
and its server is unlisted. A server an admin hid, or whose publisher or key
is not approved, holds no host key. A master shows its admins the publishes
it refused with `listing_taken`, to settle (see "Known limitations").
### The answer
`200` once the publish is taken and the master's decision for now is made;
`202` while the first probe of the server's address is unanswered:
```json
{"ok":true,"server_id":"4c5f15237c866f6f","listed":true,"interval":30,"ttl":90,"probe":"ok","reachable":true,
"observed_address":"203.0.113.5","master_time":1760900000}
{"ok":true,"server_id":"4c5f15237c866f6f","listed":false,"interval":30,"ttl":90,"probe":"pending","reachable":false,
"observed_address":"203.0.113.5","probe_address":"203.0.113.5:2302","master_time":1760900000}
```
| Field | Meaning |
| --- | --- |
| `listed` | Whether the list shows the server now |
| `interval` | Seconds between publishes the master expects (30) |
| `ttl` | Seconds after its last publish that a server is unlisted (90): one lost publish does not unlist it, three do |
| `probe` | `pending` (no answer yet at this address), `ok`, `failed` (three attempts unanswered), `skipped` (an admin marked the server trusted), `off` (the master does not probe) |
| `reachable` | The probe was answered |
| `observed_address` | The address the master saw the request come from |
| `probe_address` | With `pending` and `failed`: the address and port the master probes |
| `hidden`, `reason` | An admin hid the server: it is listed to nobody, and `reason` says why. With `probe: failed`, `reason` is the hint to log: `let UDP port <n> through your firewall or NAT, or set network.public_address` |
| `closed` | `true` after `closed: true`, a tombstone or `DELETE` |
| `warnings` | Body fields the listing contradicts, which were ignored |
| `master_time` | The master's clock |
A server with a failed probe is unlisted unless the master's policy lists
unreachable servers (`MASTER_LIST_UNREACHABLE`), as `reachable: false`.
The server logs each change of outcome once (not every 30 seconds), and
the failed probe's hint once a minute until the probe passes.
`DELETE /v1/servers/{server_id}`, signed by any key of the server's
publisher with an empty body, unlists the server at once and answers
`200 {"ok":true,"server_id":…,"listed":false,"closed":true,…}`; `404
not_found` for a server that is not the publisher's.
### Limits
| Limit | Answer |
| --- | --- |
| A server publishes at most once each 5 seconds, with a burst of 2 | `429 rate_limited` with `Retry-After` |
| 120 publishes a minute per source address, and per key | `429 rate_limited` |
| A body is 16 KB at most | `413 too_large` |
| A publisher has at most its quota of live servers at once (default 4; live: published within `ttl` and not closed) | `403 quota_exceeded` |
| An instance is published by one key of a publisher at a time | `403 instance_taken` (another key's server of that instance is live) |
| A publisher holds at most its quota and 16 server records (one per server id); for a new server id past that, its oldest records that are not live are dropped, and if none can be | `403 too_many_instances` |
## The listing
The listing is `p2p_lobby.c`'s (`listing_make`, `listing_read`), in network
byte order. The master reads it as `listing_read` does and checks its
signature as `listing_signed` does.
| Offset | Size | Field |
| --- | --- | --- |
| 0 | 2 | `"HL"` |
| 2 | 1 | Format: 1 |
| 3 | 2 | Network version (`HALO_PORT_NETWORK_VERSION`, 39 now) |
| 5 | 1 | Flags (below) |
| 6 | 4 | Sequence: the host's count of its listings (the newest wins) |
| 10 | 4 | The host's Unix time when it made the listing |
| 14 | 32 | The host's Ed25519 public key (one per run of the game) |
| 46 | 16, or 56 with the password flag | The invite's token (zero in a tombstone); with the password flag the token sealed with the password's key: nonce (24), MAC (16), the token encrypted (16), XChaCha20-Poly1305 with the host's key as additional data (`p2p_seal_token`) |
| then | 1 | Players (at most 255) |
| | 1 | Most players |
| | 1 | The gametype's engine: 0 none (co-op), 1 CTF, 2 Slayer, 3 Oddball, 4 King of the Hill, 5 Race |
| | 1 + up to 32 | The game's name: a length byte, then that many bytes |
| | 1 + up to 32 | The map's name |
| | 1 + up to 24 | The gametype's name |
| | 8 | The stamp: the game's kind (`game_modes_kind`: the OpenCE mode, 1 SWAT, 2 Infection, 3 Gun Game, or 0; with 0x80 for Hardcore), then 7 reserved bytes, zero |
| | 64 | The Ed25519 signature, by the listing's key, of the 12 ASCII bytes `hceu-lobby-1` followed by every byte before the signature |
| Flag | Meaning |
| --- | --- |
| 1 | Open: it takes players now |
| 2 | In progress: a game is under way (or loading) |
| 4 | Teams |
| 8 | Closed: a tombstone, the host stopped |
| 16 | Password: the token is sealed |
| 32 | Dedicated: a dedicated server (`halo --server` sets it, since network version 39) |
A listing is 140 bytes at least (all names empty) and 268 at most (a
password and every name at its length). A reader refuses one outside those
sizes, without `"HL"` and format 1, with a name's length byte past its
field's maximum or past the end, or whose stamp and signature do not end it
exactly. The names are sanitised as the game's `sanitize` does: a byte
outside 0x20 to 0x7E becomes `?`, and a zero ends the name. A master also
refuses a listing whose key has a small order.
The vectors' first listing (an open team game of a dedicated server,
sequence 412, 5 of 16 players, CTF on bloodgulch, named `OpenCE Dedicated`)
is these 169 bytes, of which the first 105 are signed. The vectors were made
at network version 38 and are kept as they are (the bytes and signatures
are fixed): their listings carry version 38 with flag 32, which the game
sets from version 39 on, so a game of version 39 reads them, checks their
signatures and hides them from its browser as another version's games, as
it does any. The examples' `network_version` of 38 in this document are the
vectors' too.
| Field | Bytes |
| --- | --- |
| Magic, format | `484c` `01` |
| Network version 38, flags 37 (open, teams, dedicated) | `0026` `25` |
| Sequence 412, time 1760900000 | `0000019c` `68f533a0` |
| Host key | `fc51cd8e6218a1a38da47ed00230f0580816ed13ba3303ac5deb911548908025` |
| Token | `a0a1a2a3a4a5a6a7a8a9aaabacadaeaf` |
| Players 5, most 16, engine 1 (CTF) | `05` `10` `01` |
| Name, map, gametype | `10` `4f70656e434520446564696361746564`, `0a` `626c6f6f6467756c6368`, `03` `435446` |
| Stamp (kind 0) | `0000000000000000` |
| Signature | `633dc63eb27828d6e589e34dc4336dbb2d514b2018e4bf4a3adf5aeb774b6a523fe662c3d29241c6f91c8714a8ca2b5e493aacb32bcaeb9bce715f15b76d230f` |
(`testdata/vectors.json` has it whole, with a password game's, a
tombstone's and an altered one that must be refused.)
## The probe
Before it lists a server, the master proves that the server's UDP port is
reachable from the internet and that the publisher key's holder answers on
it. It sends a datagram to the probe address (the published `address`, or
the request's source address with `tunnel_port`) from its probe socket:
| Offset | Size | Probe (35 bytes) |
| --- | --- | --- |
| 0 | 10 | `"OPCE-PROBE"` |
| 10 | 1 | 1 |
| 11 | 8 | The master's key id, raw |
| 19 | 16 | A nonce |
The game's tunnel socket, which dispatches what it receives by its first
bytes, recognises the magic and answers from the same socket to the
address the probe came from:
| Offset | Size | Answer (103 bytes) |
| --- | --- | --- |
| 0 | 14 | `"OPCE-PROBE-ACK"` |
| 14 | 1 | 1 |
| 15 | 8 | The master's key id, as the probe had it |
| 23 | 16 | The nonce, as the probe had it |
| 39 | 64 | The publisher key's Ed25519 signature of the 29 bytes `"probe"`, the master's key id, the nonce |
The server answers only a probe of exactly 35 bytes whose key id is that of
a master in its `masters.txt`, only to the probe's source, a given nonce at
most once per second, at most 2 answers a second to one source address and
at most 10 answers a second in all, so the probe cannot be used to reflect
traffic (a 103-byte answer to a 35-byte probe is the whole amplification),
and probes forged from one address cannot use up the answers a master's
probe needs. A probe whose nonce was answered in the same second counts
against neither limit.
The master takes only an answer from the probed address and port, with its
own key id, a nonce it made for that address and key, and a signature that
verifies with the key that signed the publish.
| Rule | Value |
| --- | --- |
| Attempts | 3, 2 seconds apart; failed 2 seconds after the third |
| Again | Every 5 minutes while the server is reachable (it stays listed meanwhile); a failed server at its first publish a minute or more after the failure; at once when its probe address or key changes |
| Nonce | Opaque to the server. A master uses a fresh nonce for each probe round (the round's attempts share it), and never the same one for two rounds of one address and key. `opence-master`'s is stateless: the first 16 bytes of HMAC-SHA-256(seed, `"opence-probe-1"` 0x00 address 0x00 key id 0x00 step), the step the decimal Unix time of the round's start divided by 30; it accepts the current and the previous hour's random seed and the current and the previous step, and starts rounds of one address and key at least a step apart |
| Duplicates | A server answers a given nonce at most once per second: it remembers the nonces it answered (the last 64) with the Unix second they came in, and ignores a probe whose nonce it answered in the same second, whatever came between (A, B, A in one second: the second A is ignored). A master's retries, 2 seconds apart, are answered again; a nonce resent within the second is not |
With the vectors' master key (id `39f713d0a644253f`) and the nonce
`101112131415161718191a1b1c1d1e1f`, the probe is
`4f5043452d50524f42450139f713d0a644253f101112131415161718191a1b1c1d1e1f`, the
signed message `70726f626539f713d0a644253f101112131415161718191a1b1c1d1e1f`,
and the publisher's answer
`4f5043452d50524f42452d41434b0139f713d0a644253f101112131415161718191a1b1c1d1e1f`
followed by the signature
`a63af355db038dff90e6c82abc0e252eddbd1ed3562580d7becaf3e4edbdd39cef7ef3163b91849ba57f6e83240b92df1efbce15dfa42f4a12981590a0234109`.
## The list
`GET /v1/servers`, with the optional query `network_version=<n>`,
`dedicated=1` (or `0`), `region=<region>`, `q=<text>` (a case-insensitive
substring of the name, map, gametype or variant; 32 characters at most).
No signature is needed and plain HTTP is allowed: the body is signed.
```json
{"protocol":1,"master":{"name":"OpenCE Master 1","key_id":"39f713d0a644253f","time":1760900000},
"servers":[{"id":"4c5f15237c866f6f","publisher":{"id":"p_kz3c5lb2xvq7mdpa","name":"Milenko's servers","since":"2026-10"},
"name":"OpenCE Dedicated","map":"bloodgulch","gametype":"CTF","variant":"CTF","players":5,"max_players":16,
"teams":true,"in_progress":false,"password":false,"open":true,"dedicated":true,"kind":0,"engine":1,
"network_version":38,"build":"build-206","region":"eu","reachable":true,"updated":1760899990,
"listing":"<base64>"}]}
```
| Entry field | Meaning |
| --- | --- |
| `id` | The server id |
| `publisher` | The publisher's id (`p_` and up to 32 of `a-z0-9`), display name, and the year and month it was approved |
| `name`, `map`, `gametype`, `players`, `max_players`, `teams`, `in_progress`, `password`, `open`, `kind`, `engine`, `network_version` | From the listing |
| `variant`, `build`, `region` | From the publish |
| `dedicated` | The listing's flag 32 or the publish's `dedicated` |
| `reachable` | The last probe was answered (`false` for a trusted server or under `MASTER_LIST_UNREACHABLE`) |
| `updated` | The time of the server's last publish |
| `address` | Only with the operator's and the master's consent (above); absent otherwise |
| `listing` | Base64 of the listing's exact bytes, as the server published them |
The list holds at most 512 entries: dedicated servers first, then by
players. Its headers:
| Header | Value |
| --- | --- |
| `Signature` | `ed25519=` and the base64 of the master key's signature of the body's exact bytes (before any `Content-Encoding`) |
| `Signature-Key` | The master's key id, 16 hexadecimal digits |
| `Signature-Time` | The body's `master.time` |
| `ETag` | `"` and the first 16 hexadecimal digits of SHA-256 of the body, and `"`; `If-None-Match` with it answers `304` |
| `Cache-Control` | `public, max-age=5` (the master serves the same body for 5 seconds) |
| `Content-Encoding` | `gzip` when the request's `Accept-Encoding` asks for it |
| `Access-Control-Allow-Origin` | `*` (and `Access-Control-Expose-Headers` names the four above), for the web build |
A client:
1. checks `Signature` over the decompressed body bytes with the key in
`masters.txt`, and that `Signature-Key` is that key's id, and refuses
the whole body otherwise (a missing `Signature-Key` too; a client that
cannot check Ed25519, such as an old browser, refuses every list rather
than show one unchecked);
2. parses the body, and refuses it unless `protocol` is 1, `master.key_id`
is the key's id, and `master.time` is no older than 300 seconds and no
more than 300 seconds ahead of the client's clock (a list dated ahead
would be taken for longer when it is replayed later, and a clock that
far off is wrong). The time is in the signed body: `Signature-Time` only
repeats it, since a header is not signed, and a client need not read
it;
3. type-checks each entry, decodes its `listing`, runs `listing_read` and
the host signature's check on it, and skips an entry that fails rather
than the list; it shows the name, map, gametype and players of the
signed listing (an entry's own fields are the master's word, and may
differ); it filters control characters from every name, and takes at
most 512 entries (a 512-entry list is some 26,000 JSON tokens: the game
reads a list of 65,536 tokens at most);
4. merges the masters' lists: entries with the same `id` are one game (the
newest `updated` wins), and an entry whose listing key is also heard on
the brokers is one game, shown as master-listed;
5. never pings listed servers (that would tell every server the player's
address): it shows the `region`, and the ping once a game is joined.
The vectors' signed body is
`{"protocol":1,"master":{"name":"OpenCE Master 1","key_id":"39f713d0a644253f","time":1760900000},"servers":[]}`
with `Signature: ed25519=18dmQnIfmRnC+wUwRJ/loxAH1VfASRBVnZgCfRuHrAw/2uo4thTibWnNQFScgRju+5lQtt709blK86BLT0fYCw==`
and `ETag: "cd755a50c5cfc457"`.
`GET /v1/servers/{server_id}` answers one listed server the same way:
`{"protocol":1,"master":{…},"server":{<entry>}}` with the same headers, or
`404 not_found`.
## Other endpoints
| Request | Who | Answer |
| --- | --- | --- |
| `GET /v1/publishers/{id}` | anyone (the list's limit) | `{"ok":true,"id","name","since":"2026-10","status","servers":<listed now>}`, or `404` |
| `POST /v1/applications`, `/v1/applications/…` | anyone | `410 applications_by_discord`: applications are made with the master's Discord bot (below), not over HTTP |
| `POST /v1/keys` | signed, an approved publisher's active key | Body `{"public_key":"ed25519:…"}`: adds a key (8 active at most). `201 {"ok":true,"key_id","status":"active"}`; `409 key_exists`; `403 too_many_keys` |
| `GET /v1/me` | signed, any key the master knows | The publisher's record: `{"ok":true,"key_id","status","publisher":{"id","name","since","status","quota","origin","keys":[{"key_id","public_key","status","updated","last_used"}],"servers":[{"id","instance","key_id","listed","probe","reachable","hidden","trusted","updated","name","players","max_players"}]}}`; for a key still in an application, `"publisher":null` and `"application":{"id","status","reason","created"}`; `403 key_revoked` |
| `GET /v1/master` | anyone | The master's name, key id, public key, contact, data policy and limits (informational: clients use the key in `masters.txt`) |
| `GET /healthz` | anyone | `200 {"ok":true,…}` while the database answers |
| `GET /metrics` | anyone (the list's limit) | Prometheus text, read at most once each 5 seconds: `master_servers{reachable}`, `master_publishers{status}`, `master_publishes_total{result}`, `master_probes_total{result}`, `master_list_requests_total`, `master_peer_requests_total`, `master_build_info{version,protocol}` |
| `GET /`, `GET /apply`, `/admin/*` | people | The list page (the list's limit), how to apply (the Discord bot, and an invite to its server), the admin pages |
## Applications
An operator applies with the master's Discord bot, in the master's
Discord server (the `/apply` page links to it): the bot's `/apply` command
takes the region (a menu of the master's choices) and the number of servers
at once as its options, and answers the applicant alone with a nonce for
the proof of key,
`opence-apply-<unix>-<16 hex>`, good for 24 hours and bound to that Discord
user (a nonce given to another user, or to none, does not prove this one's
key), and a button that opens the application's form: a display name, the
public key, the proof, and a note. The application's name is 3 to 32 printable ASCII characters,
`servers` is 1 to 64, and the region up to 16 of `a-z`, `0-9` and `-`. The
proof of key is required unless the master's policy says otherwise
(`MASTER_REQUIRE_PROOF`, true by default): it is the publisher key's
Ed25519 signature of the nonce's ASCII text, in hexadecimal (128 digits,
what `halo --server --sign <nonce>` prints) or base64. An application
without one is shown to the approvers as unproven. A key already a
publisher's is refused, and so is a key with an application pending. The
applicant is answered on Discord, and told of the decision by a direct
message; the applicant's identity is their Discord user id and username.
Each application is posted to the master's log channel with Approve and
Deny buttons, which only the members of the master's approver roles may
press; the admin pages decide too. Once decided, anywhere, the message
shows the outcome and who decided. The master's operator can also add an
application on its command line (`opence-master challenge` for the nonce,
then `add-application`), as the conformance test does.
A master limits applications, since each one is posted to its approvers:
`opence-master` takes one pending application at a time and 3 a day per
Discord user, 3 a day per key, and, of applications without a proof of key,
100 an hour in all; one with a proof is not refused for the hour's number,
but past 100 applications in an hour the approvers are alerted once and the
next ones are not posted one by one (its settings change these numbers). It
deletes a denied application 30 days after its denial.
The earlier HTTP application (`POST /v1/applications` with an e-mail
address verified by a mailed link, `GET /v1/applications/challenge`, and
the application's status by its mailed token) is gone: its endpoints
answer `410 applications_by_discord`. A master keeps the applications made
that way readable to its admins.
## Approval sharing between masters
The official masters share approvals, so an operator applies once. Each
master fetches each peer's `GET /v1/publishers?since=<unix>` (every minute
in `opence-master`), signed with its own master key in the request scheme
above (`keyid` is its master key id, and the signed string's master key id
is the peer's, the one it fetches from; a master answers only the peers it
is configured with, else `403 not_a_peer`). The answer is signed as the list
is (`Signature`, `Signature-Key`, `Signature-Time`, the body's
`master.time`):
```json
{"protocol":1,"master":{"name","key_id","time"},
"publishers":[{"id","name","status","since","updated","origin","quota",
"keys":[{"key_id","public_key","status","updated"}]}]}
```
A master shares only what it holds a word of its own on: the publishers it
approved or moderated (`status` is its own word: `approved`, `suspended` or
`revoked`; `null` when it only vouches for keys), and the keys it added or
revoked (`active` or `revoked`). `origin` is the key id of the master that
approved the publisher, as the sharing master knows it (a master records a
publisher new to it as come from the peer it fetched the record from,
whatever origin the record claims, and only that peer's records rename
it); `since` its approval time; `updated` the time of
the newest word in the record; `since=` returns the records updated after
it. The next fetch's `since` is the answer's `master.time` less 120 seconds,
on the peer's own clock.
The importing master keeps each master's word apart and takes the most
restrictive of the trusted masters' words as the publisher's status
(`revoked` over `suspended` over `approved`) and the smallest quota given;
a newer word from a master replaces that master's older one. So a
suspension or revocation anywhere wins everywhere, and only the master that
suspended a publisher can lift its suspension. A key revoked by any trusted
master is revoked, for good; a key two publishers claim is refused. A
master may refuse a peer's words (`MASTER_PEERS_TRUST`); they then count
for nothing.
## Errors
Every error is `{"ok":false,"error":{"code":"…","message":"…","field":"…"?},"master_time":<unix>}`.
The message is for people and may change; programs read the code.
| Status | Code | Meaning | A server's publisher should |
| --- | --- | --- | --- |
| 400 | `schema` | A field is missing, of the wrong type or out of range (`field` names it), or the body is not one JSON object | Log it once; it is a bug |
| 400 | `server_id` | The path's id is not the key's and the instance's | Log it once |
| 400 | `listing` | The listing does not parse, its signature fails, its key has a small order, or its time is an hour off | Log it once |
| 401 | `bad_signature` | The Authorization header is malformed or its signature fails | Log it once |
| 401 | `clock` | `ts` is more than 300 seconds from `master_time` | Log the difference (from the answer's `master_time`): the machine's clock is wrong |
| 401 | `replay` | The nonce was used in the last 600 seconds | Send a new nonce |
| 403 | `unknown_key` | No publisher or application has the key | Log `master: apply with key <id>` once a minute |
| 403 | `publisher_pending` | The key's application waits for review | Log `master: publisher pending` once a minute; keep publishing every 30 s |
| 403 | `application_denied` | The key's application was denied (`message` says why) | Log it once a minute |
| 403 | `publisher_suspended` | The publisher is suspended | Log it; keep publishing slowly |
| 403 | `publisher_revoked`, `key_revoked` | Revoked for good | Log it; stop publishing to that master |
| 403 | `quota_exceeded` | The publisher has its quota of servers live | Log it |
| 403 | `instance_taken` | Another key of the publisher has a live server of this instance | Log it; the old server expires after `ttl` |
| 403 | `listing_taken` | The listing's host key is that of another publisher's live server, which has renewed it within 90 seconds | Log it once a minute; it is someone else's listing, or the host key is shared; keep publishing |
| 403 | `too_many_instances` | The publisher holds its quota and 16 server records, none of which can be dropped | Log it; use fewer instance names |
| 403 | `tls_required` | Plain HTTP from beyond loopback | Use the `https://` URL |
| 403 | `not_a_peer` | A peer's request from a master not configured as a peer | |
| 404 | `not_found` | No such server, publisher or endpoint | |
| 409 | `key_exists` | The key added (`POST /v1/keys`) is known already | |
| 410 | `applications_by_discord` | An application sent over HTTP: applications are made with the master's Discord bot | Log it: apply with the bot's `/apply` |
| 413 | `too_large` | The body is over 16 KB | |
| 429 | `rate_limited` | Too many requests; `Retry-After` gives the seconds to wait | Wait that long (the header's name read in any case; the game waits a day at most, and 30 seconds without one) |
| 500 | `internal` | The master failed | Try again at the next interval |
## Privacy and limits
| What | Rule |
| --- | --- |
| Servers' addresses | Kept 7 days after the server's last publish, for probes and abuse handling; never served unless the operator and the master both chose to; not in the master's log unless its operator asks (`MASTER_LOG_ADDRESSES`) |
| Applicants | Their Discord user id and username, seen by the master's admins and approvers (the log channel) only; no address is kept |
| Applications | A denied one: deleted 30 days after the denial |
| Servers' records | A closed server's: deleted an hour after it closed; one not published again: after 24 hours (unless an admin flagged it) |
| Contacts | Discord names (and the earlier HTTP applications' e-mail addresses) are seen by the master's admins and approvers only, and are not shared with peers |
| Strings | Printable ASCII, cut to the listing's lengths: name 32, map 32, gametype and variant 24, build 32 |
| Requests | 60 list requests a minute per address (the list, one server, a publisher's page, the list page and the metrics together); the application limits above; bodies 16 KB at most; the publish limits above. Every limit by address counts an IPv6 address by its /64 |
## Known limitations
A listing's host key is bound to the first publisher whose live server
publishes it, not to the host's own publisher: the listing does not say
which publisher key the host chose. A publisher that copies a listing from a
list while the host's publisher is not publishing (more than `ttl`) holds
the host key, and the host's publisher is refused `listing_taken`, until the
copy goes 90 seconds without a newer listing; one that keeps copying the
host's newest listings from other lists keeps it until an admin hides its
server or suspends it. The planned fix is in the listing: the host signs the
key id of the publisher key it publishes with into the listing (a new
listing format, with a new network version), and a master takes a listing
only from that key.
## Versions
This is protocol 1: `protocol` in bodies, `/v1/` in paths and
`OpenCE-Master-v1` in signed strings (followed by the receiving master's
key id). A change that an older client or
server would misread is a new version, with new paths; fields may be added
to version 1, and both sides ignore what they do not know. The listing's
own format follows the game's network version: a client hides entries
whose `network_version` is not its own, as it does for the brokers'
listings.
## Testing an implementation
`testdata/vectors.json` in the master's repository has, from fixed seeds:
three key pairs with their key ids (the publisher's, the master's, a
host's), a server id, a signed publish and a signed `GET /v1/me` to the
vectors' master (its key id, the canonical strings, the signatures, the
headers), a probe and its answer,
four listings (a dedicated team game, a password game in progress with its
sealed token, a tombstone, and an altered listing that must be refused), a
signed list body with its headers and ETag, a small-order key that must be
refused, and a proof of key. Monocypher's `crypto_ed25519_sign`,
`crypto_ed25519_check` and `crypto_aead_lock` give the same bytes.
`tests/conformance/opence_publisher.py` is a reference publisher in Python
(keys, signatures, listings, publishing, the probe's answer), and
`tests/conformance/test_master_protocol.py` runs a master through the whole
flow: an application (on the master's command line, since the Discord bot
is beyond a test's reach), the HTTP application's `410`, a pending
publish, approval, the probe, the listed
server's exact bytes in a signed list, closing, every refusal, and two
masters sharing an approval, a suspension and a revocation.
-329
View File
@@ -1,329 +0,0 @@
# Mods
A mod is a folder of Halo PC tag files that the game plays over a map's own
tags on your machine, as a resource pack does: sounds (a high-res audio
pack), bitmaps (a texture pack, a HUD redraw), text (a translation) and
models (higher-detail weapons, vehicles and scenery). Only the machine that
has a mod plays it. Nothing of a mod is sent to another machine, and a mod
changes nothing that the machines of a network game must agree on, so you
can play with mods in any game, with players who have other mods or none. (A host's mod sounds of other lengths change how long
the host's scripts and AI wait for dialogue to end; the host decides those
for every machine, so they still agree.)
The game's code is `port/linux/game/mods.c` (with `mod_sounds.c`,
`mod_bitmaps.c`, `mod_strings.c` and `mod_models.c`, one for each kind of
tag) and `port/linux/src/port_mods.c` (the mods folder and its files).
## A mod's folder
The mods are in the `mods` folder of the data root (the folder with
`maps/`; on Android the app's data folder, on the web the browser's storage
for the site). Each mod is a folder in it, with a `mod.toml` and a `tags`
folder:
```
mods/
hd_audio/
mod.toml
tags/
sound/sfx/weapons/assault rifle/fire.sound
sound/dialog/...
german/
mod.toml
tags/
ui/hud/hud_item_messages.unicode_string_list
```
The files in `tags` have the paths of the tags they replace: a tag's name,
then its group's extension, as the Halo Editing Kit and Invader keep them.
`tags/sound/sfx/weapons/assault rifle/fire.sound` replaces the sound tag
`sound\sfx\weapons\assault rifle\fire` of every map that has one. Names are
not case-sensitive. The game only looks up the names of the map's tags among
a mod's files: a mod cannot add tags, and no tag name of a map makes a path
outside the mod.
`mod.toml` says what the mod is. Every key is optional:
```toml
name = "High-res audio" # what the Mods menu shows (else the folder's name)
id = "hd_audio" # what other mods name it by (else the folder's name)
version = "1.0"
authors = ["Someone", "Someone else"] # or one string
description = "The game's sounds at 44 kHz"
maps = ["a10", "bloodgulch"] # the maps it is for, by their files' names (else every map)
load_after = ["hd_textures"] # mods it plays over: they load before it
load_before = ["fixes"] # mods that play over it: they load after it
incompatible = ["other_audio"] # mods it cannot be played with
format = 1 # the mods' format it is made for
```
`load_after`, `load_before` and `incompatible` name other mods by their `id`
or their folder's name, not case-sensitive. A mod they name that is not in
the mods folder is passed over. `maps = []` is every map.
A folder without `mod.toml` is not a mod. A mod made for a later `format`
than the build's, or whose `maps` names no map, is not played. The game
logs anything else wrong in `mod.toml` (an unknown key, a value of the
wrong type) and uses the rest; a `mod.toml` that is not TOML at all is
logged, and the mod played without what it says.
The game's log is its output: the terminal on Linux, `halo.log` beside
`halo.exe` on Windows, logcat on Android, and the page's log on the web.
Limits: 256 mods, folder names of 63 bytes at most, 262144 files in all, 24
folders deep under `tags`, and 64 maps in a mod's `maps`.
## The load order
Every mod in the mods folder is on until you turn it off. The mods load in
an order, and where two mods have a file for the same tag, the one loaded
later plays.
- The default order is the folders' names in alphabetical order (not
case-sensitive), except that the mods a mod must load after (those it
asks to load after, and those that ask to load before it) are taken to
just before it. Mods that ask in a ring (a after b, b after a) load
alphabetically, and the game's log says so.
- The main menu's **Mods** (in the PC version's menus, `display.menus =
"pc"`, the default) is laid out as the game lobby is: the mods on the
left as a resource pack list has them, the one at the top playing over
all those below it (the load order upside down: the mod loaded last is at
the top), and the chosen mod's details in the frame on the right (its
name, what is wrong with it, whether it is on, its priority, 1 the top,
and its version, authors, folder, maps and description). Choosing a mod
(A, or a click on the chosen one: the first click chooses it) turns it on
or off (ON, OFF); left and right, or **Move up** and **Move down**, move
the chosen mod (up: over one more mod). **OK** keeps the order and plays
it at once (on a map that is loaded, too); **Cancel** leaves it as it was.
- A warning sign beside a mod means it is on the wrong side of a mod it
asks to load before or after (both on): a mod that loads after another is
above it in the menu. A red cross means a mod that is on says it cannot be
played with this one, or that it cannot be played at all (made for a later
build, or its `maps` names none): it stays off. The details say which.
The menu keeps the order, and the mods turned off, in `mods/load_order.toml`,
by the mods' folders' names:
```toml
order = ["german", "hd_audio", "hd_textures"]
disabled = ["hd_textures"]
```
A mod added to the folder later is put where the default order puts it,
after the mod before it there (but on the side it asks for of the mods it
names), and is on. A mod gone from the folder is left out. When the file
cannot be written, the game says so in its log and keeps the order until it
quits.
### Mods that cannot be played together
When a mod that is on names another that is on as `incompatible`, the game
asks as it starts, before the window opens:
- **Play anyway** plays them all (closing the box does too);
- **Turn off ...** turns off the mods named as incompatible (if mod A says
it cannot be played with mod B, B is turned off), and keeps that in
`load_order.toml`;
- **Quit** closes the game.
The Mods menu turns them on again. On the web, **Quit** starts the page
again. A run nobody watches (`debug.hidden_window`, `debug.null_renderer`,
`debug.exit_after` or `debug.network_test`) is not asked: it plays them all,
and the game's log says which conflict.
At the console:
| Command | What it does |
| --- | --- |
| `mods_list` | Lists the mods in the mods folder in their load order, and which are on, then how many of the map's string lists, bitmaps, sounds and models the mods play. |
| `mods_reload` | Finds the mods again and reads their files again: a changed file is read again (one that now fails a check leaves what was played before), a new one is played, and the map's tag comes back for a file that is gone. If a sound changed, all sounds stop. It does nothing while `mods_enable false`. |
| `mods_enable false` | Plays the map's own tags until `mods_enable true` or the next map. |
These commands work in any game, a client's too: they change nothing of the
game.
### Getting a mod onto each platform
- **Linux, Windows**: put the mod's folder in `mods/` next to `maps/`.
- **Android**: put it in `mods/` in the app's data folder,
`/sdcard/Android/data/com.halo.decomp/files/mods`, for example with
`adb push hd_audio /sdcard/Android/data/com.halo.decomp/files/mods/`.
- **Web**: on the page, **Mods**, **Add a mod folder…** copies a mod's
`mod.toml` and `tags` folder into the browser's storage for the site.
**Remove** deletes it again.
## What a mod can replace
The game plays these groups from a mod. It does not read the files of any
other group (a `.weapon`, `.vehicle`, `.model_collision_geometry` or
`.scenario`, for example): they would change what the machines of a network
game must agree on.
| Group | Extension | What it is |
| --- | --- | --- |
| Sound | `.sound` | Sounds, music and dialogue |
| Bitmap | `.bitmap` | Textures, sprites, the HUD's pictures |
| Unicode string list | `.unicode_string_list` | The text the game shows |
| String list | `.string_list` | Other text |
| Model | `.gbxmodel` (Halo PC's), `.model` (the Xbox's) | What objects look like: weapons, first-person weapons and arms, vehicles, scenery, characters |
A file must be a Halo PC tag file of its group, as the Halo Editing Kit's
tools and Invader write them (a model also as `invader-extract` writes an
Xbox map's: `.model`). The game checks every count, size and offset
in it against the file, and every value against what the game reads, before
it uses the file. A file that fails a check is left out (the map's tag
plays), and `debug.txt` and the console say why.
### Sounds
- The samples can be 16-bit PCM, Xbox ADPCM or Ogg Vorbis, mono or stereo,
at 22 or 44 kHz. The game converts them to the Xbox ADPCM that it plays,
as it does for Custom Edition maps: mono at 22 kHz, stereo at its own rate.
- Empty values are filled in as a map's build fills them in: the defaults
of the sound's class, the playback rates and the bend.
- A sound must have permutations: a file with an empty pitch range (some
Halo PC translations have them) is left out.
- A permutation must fit in a block of the sound cache (one sound's samples:
`MAXIMUM_SOUND_DATA_SIZE`).
### Bitmaps
- A bitmap's types and formats are those the game draws: 2D, 3D and cube
maps; A8, Y8, AY8, A8Y8, R5G6B5, A1R5G5B5, A4R4G4B4, X8R8G8B8, A8R8G8B8,
DXT1, DXT3, DXT5 and P8 bump. Sides are 4096 at most (512 for a 3D
bitmap). A bitmap that is not a power of two on each side is drawn
linear, as a Custom Edition map's is: it must be an uncompressed 2D
bitmap.
- One bitmap's pixels may take a quarter of the texture cache: 64 MB on
Linux and Windows, 5.5 MB on Android and the web (a 2048 x 2048 DXT5 with
its mipmaps fits on all of them).
- A bitmap replaces the map's bitmap of its name, and the map's other tags
use it as the map's: it must have at least as many bitmaps, of the same
types, and as many sequences, each with at least as many sprites. It can
be larger: a redraw at twice the size is drawn at the map's size, sharper.
- The HUD draws a bitmap at its own size. So for each HUD element that draws
a mod's bitmap, the game scales the element by the map's size of what it
draws (its sprite, or with no sprites its bitmap) to the mod's, when that
is the same ratio for all of them. A bitmap the HUD draws that is not the
map's redrawn so (Halo PC's HUD bitmaps lay their sprites out to other
sizes) is left out. The HUD's digits can be the map's size or twice it.
- The menus draw a bitmap in their widgets' bounds, whatever its size.
- Halo PC keeps the channels of a model shader's multipurpose maps and of
the HUD's meters in another order than the Xbox. The game finds those
bitmaps among the mod's and draws them in the Xbox's order, as it does for
Custom Edition maps (`custom_edition_bitmaps.c`).
- The pixels are read from the file when the texture cache loads them, not
kept in memory.
### Text
- A list keeps the map's number of strings: a mod's strings past it are
left out, and the map's own strings stay where the mod's list is shorter.
- The game uses many strings as the format of what it prints
(`%s was killed by %s`). A mod's string replaces the map's only if it has
the same conversions in the same order (`%s`, `%d`, ...); otherwise the
map's string stays. A translation keeps the conversions of the original.
- Unicode strings are UTF-16, as the tool writes them.
- The main menu is the port's own (the PC version's menus, `port/assets/menus`),
whose text is in tags named `pc\...`. A mod's `ui\shell` lists change the
Xbox's menus (`display.menus = "xbox"`) and the text shown while playing
(HUD messages, the multiplayer messages, the pause menu).
### Models
A model is more than what is drawn: its nodes (its skeleton) are what its
animations move, its markers are where projectiles leave a weapon, where a
unit sits and where things attach, and its regions and permutations are what
damage and an object's variant choose among. The machines of a network game
agree on those, so a mod's model must have the map's:
- the same nodes: their names, hierarchy and default positions;
- the same markers: their names, regions, permutations, nodes, positions
and rotations (on the model's permutations, as the Halo Editing Kit keeps
them, or on the model, as a map does);
- the same regions and permutations: their names and flags.
Positions and rotations may differ from the map's by 0.001 at most (a model
exported again is not always bit for bit the map's). Only what is drawn is
the mod's: the geometries, their parts and vertices, which geometry each
permutation draws at each detail level, the detail levels' cutoffs, the
base map's scale, and which shaders each part is drawn with. A detail level
the map draws must draw one of the mod's geometries, and one the map draws
nothing at stays so. Every shader must be one the map has (a mod cannot add
tags); a mod's bitmaps can redraw them.
The model is checked against each map's own model of its name as that map
loads. On a map whose model of that name has other nodes, markers or
regions (a custom map's own assault rifle, say), or lacks a shader the mod
names, the mod's model is left out and the map's drawn; the mod's other
files still play there. `maps` in `mod.toml` keeps a mod to the maps it is
made for.
- Where a mod has both, its `.gbxmodel` plays; otherwise the file of the mod
loaded later, whichever its format.
- What the tool works out as it builds a map is worked out as it does: a
part's strip is its triangles block, its centroid's nodes are its most
weighted, its links of 0 to the parts drawn before and after it are none,
a base map scale of 0 is 1, and a model whose tag asks for it has the
normals of its vertices that share a position blended. The vertices are
compressed as the game draws them.
- A part's links to the parts drawn before and after it (for transparency)
must not go round.
- A model of 44 nodes or more (the renderer skins 43 at once; only Custom
Edition maps' have so many) is drawn a part's own nodes at a time, as a
Custom Edition map's is: a part's vertices may name 22 nodes at most.
- The collision geometry, the animations and the object's tag are the map's:
a larger weapon still hits and is hit where the map's does, and an object
is still left undrawn by the map's bounds of it (a much larger model may
vanish at the screen's edges).
- Every model made from a file is kept until the map changes, a file edited
and read again by `mods_reload` too, and counts against the mods' memory.
### Shaders
A model's parts can be drawn with a shader of every group Halo PC has but
one: `shader_transparent_chicago_extended`, which Gearbox added for Halo PC.
The Xbox game does not have it, so do not use it: use a
`shader_transparent_chicago` shader instead. (A Custom Edition map's
chicago extended shaders become chicago shaders as the map loads, keeping
only their four-stage maps: see
[custom_edition_caches.md](custom_edition_caches.md).) As for every
shader, it must be one the map has.
## Making a mod
1. Get the tags you want to change as tag files. `invader-extract` extracts
them from a map, and the Halo Editing Kit's tags are Halo PC's own.
2. Change them with the Halo Editing Kit or Invader (`invader-bitmap`,
`invader-sound` and `invader-model` build bitmaps, sounds and models from
images, audio files and JMS files). Keep each tag's name.
3. Put them in `tags/` of a folder in `mods/`, with a `mod.toml`.
4. Load a map (a new mod is on). `mods_reload` at the console reads the
files again as you change them, without loading the map again.
`debug.txt` has a line for every file the game leaves out, and why, and a
summary of what each kind of tag plays from the mods:
```
mods: 9 string lists from their files (9 new), 0 given back, 0 left out
mods: 66 HUD placements scaled to draw larger bitmaps at the map's size
mods: 354 bitmaps from their files (354 new), 0 given back, 6 left out
mods: 313 sounds from their files (313 new), 0 given back, 2 left out
mods: 4 models from their files (4 new), 0 given back, 1 left out
```
## How it operates
- When a map's tags load, at `mods_reload` and at the Mods menu's **OK**,
the game lists the files of the mods that are on, once, in a table of
their tag paths. Each of the map's sound, bitmap, string list and model
tags is looked up in it.
- A tag replaced by a mod takes the file's values in place, so everything
that holds the tag keeps it, and the map's own values come back when the
file goes. A sound playing or a texture in the cache is never changed
under the game: before a reload changes anything, the sounds stop and the
caches let go of what they hold.
- The mods' tags keep at most 512 MB in memory (192 MB on Android and the
web): their files, their sounds' samples, their bitmaps' tags and their
models' geometry.
- A Custom Edition map takes mods as an Xbox map does.
+31 -244
View File
@@ -1,23 +1,16 @@
# Android
The app of Mjolnir VR (application id `io.github.cesarus85.ringfall`, from
the name before, "Ringfall: Mjolnir VR", kept so that installed apps update;
its Java classes keep the decompilation's package, `com.halo.decomp`).
`ninja android` builds the game for 64-bit ARM Android (arm64-v8a).
`ninja android_apk` makes an app from it:
`port/android/app/build/outputs/apk/debug/app-debug.apk`.
The game shows its graphics with OpenGL ES 3. It plays sound through SDL3
(AAudio). It accepts input from game controllers, for example a PlayStation
5 DualSense on Bluetooth, and from the touchscreen (refer to "Controls").
The app needs Android 9 (API 28) or later. It operates on 64-bit-only
devices, for example the Pixel 9 Pro XL.
5 DualSense on Bluetooth. The app needs Android 9 (API 28) or later. It
operates on 64-bit-only devices, for example the Pixel 9 Pro XL.
The Android build uses the platform layer of the Linux build
(`port/linux/src`). Refer to [port/linux/README.md](../linux/README.md).
Physical mice use the same control bindings. During play, F12 toggles mouse
capture; captured mode hides Android's pointer and uses relative movement for
continuous aiming, while releasing capture restores normal pointer behavior.
## Requirements
@@ -35,36 +28,6 @@ ninja) and these items:
1.2.5 and SDL 3.4.16 to `build/android/third_party`. Gradle downloads the
Android Gradle Plugin.
On Windows, build in WSL2 (Ubuntu 24.04). The Android build does not run
on Windows itself. Enter
`wsl -d Ubuntu -- bash tools/wsl_setup_android.sh` one time: it installs
the tools and the Android SDK and NDK in WSL (apt asks for your
password). Then enter
`wsl -d Ubuntu -- bash tools/wsl_build_android.sh` for each build. The
script copies the repository into WSL (`~/halo-build/src`) with LF line
endings (a Windows checkout has CRLF line endings, which the build's text
tools do not accept), builds there, and puts the APK in
`dist/android/app-debug.apk`. Only the changed files are copied, so the
next build is incremental. Install the APK with the adb of Windows.
A build that you make yourself has a different signature from the builds
of GitHub Actions. Android installs it only after you remove the app, and
removing the app deletes its data folder (`maps/`, `save/` and
`config.toml`). Thus a change between the builds of GitHub Actions and your
own builds loses the saved games, unless you copy them first (below).
Your own builds all have the same signature (the debug key of WSL,
`~/.android`), so they install over each other and keep the data
(`adb install -r`).
To keep the saved games before you remove the app, enter
`adb pull /sdcard/Android/data/io.github.cesarus85.ringfall/files/save/u` (the profiles).
After the new install, before the first start of the app, enter
`adb push u /sdcard/Android/data/io.github.cesarus85.ringfall/files/save/u`. The app reads
and overwrites what adb pushes. adb cannot add files to `save/u` or `save/z` once the app made them, or
change files that the app wrote, so push before the first start. adb cannot read
some files that the app writes (the `blam.lst` files of `save/z`), so `adb pull`
of the whole `save` folder stops there.
## Build and install the app
1. Go to the root folder of the repository.
@@ -78,8 +41,8 @@ of the whole `save` folder stops there.
## Game data
The game needs the `maps/` folder from an Xbox disc image (`.xiso` or
`.iso`) made from your own copy of the game, any version. The app extracts `maps/` from the disc
image. The app keeps the data in `/sdcard/Android/data/io.github.cesarus85.ringfall/files`.
`.iso`) of any version of the game. The app extracts `maps/` from the disc
image. The app keeps the data in `/sdcard/Android/data/com.halo.decomp/files`.
To install the data with the app:
@@ -94,19 +57,16 @@ To install the data with the app:
To install the data from a computer:
1. Start the app one time. The app makes its folders.
2. Enter `adb push <folder>/. /sdcard/Android/data/io.github.cesarus85.ringfall/files/`.
2. Enter `adb push <folder>/. /sdcard/Android/data/com.halo.decomp/files/`.
| Item | Location in `/sdcard/Android/data/io.github.cesarus85.ringfall/files` |
| Item | Location in `/sdcard/Android/data/com.halo.decomp/files` |
| --- | --- |
| Saved games (`z:\` and `u:\`) | `save` |
| Mods (`docs/mods.md`) | `mods`: `adb push <mod folder> /sdcard/Android/data/com.halo.decomp/files/mods/`; the main menu's Mods orders them and turns them off |
| Log | `debug.txt` |
| Settings | `config.toml` |
To make a copy of the saved games, enter
`adb pull /sdcard/Android/data/io.github.cesarus85.ringfall/files/save/u` (the profiles).
An `adb pull` of the whole `save` folder stops at the `blam.lst` files of
`save/z`, which adb cannot read.
`adb pull /sdcard/Android/data/com.halo.decomp/files/save`.
## Controls
@@ -132,91 +92,17 @@ with the positions on the Xbox controller:
| Create | back | |
The controller gets the rumble. The back gesture of Android is the B
button. A Bluetooth or USB keyboard operates as on Linux.
The touchscreen operates the menus: tap an item to select it (on a
setting with values, tap its left or right half), tap a button of the key
at the bottom of a screen (for example "B = Back") to push it, and drag to
scroll a list (down or right steps back, up or left steps forward). A drag
stops at the first and the last item, and it does not change a setting's
value. Touches that start in the edge-gesture zones of Android do not tap
or scroll at the sides, and do not scroll at the top and bottom, because the
first swipe from an edge in full screen only shows the system bars.
A tap during a cinematic that can be skipped skips it, as A does. On the
on-screen keyboard, tap a key to press it, "B =BACK" to cancel and
"A =ENTER" to accept the name.
### Touch controls
In a game, the app shows touch controls over the picture. They are a
controller for player 1. With the default buttons of the profile:
| Control | Function in the game |
| --- | --- |
| stick (lower left) | move |
| swipe on the screen away from the buttons | look |
| Fire | right trigger |
| Grenade | left trigger |
| A / Jump, B / Melee, X / Reload, Y / Weapon | A, B, X, Y |
| Crouch, Zoom | left and right stick clicks |
| Light, Gren. type | white, black |
| Pause, Back | start, back |
| Up, Down, Left, Right | D-pad (in a network game, Up opens the text chat's keyboard) |
The names on the buttons follow the profile's "Button layout" (Settings >
Gamepads): with "Swap triggers", the right trigger's button says "Grenade".
The stick moves the player with every "Stick layout", southpaw too.
A finger that holds a button can also swipe to look, so you can fire and
aim with one thumb. The controls are a finger wide (48 dp) or larger, but
on a small screen of high density they stay apart rather than reach that
size. A short tap reaches the game even when it is shorter than one frame.
Swipes that start in the edge-gesture zones of Android do not turn the
view. The swipe aims as the controller's stick does, not as a mouse: the
aim slows over a target and follows a moving one, as with a controller,
and it follows the profile's "invert look" (the gyroscope turns the view
as the phone turns, never inverted). The setting `input.touch_aim_assist`
turns the aim assist off. "Look sensitivity" sets how far a swipe turns;
the mouse settings do not apply.
The touch controls show only in a game. In the menus and during
cinematics they hide, and the touchscreen operates the menus as described
above. They also hide when a controller is connected, for example the
built-in controller of a handheld. A device without a touchscreen (a TV)
never shows them. The setting `input.touch_controls` changes this (refer
to "Settings").
The buttons at the top of the screen:
- "Hide" removes the controls (and stops the gyroscope aiming and the
vibration) until you push "Touch"; the app remembers it.
- "Options" opens these items:
- "General": the phone's vibration (on by default; it follows the
vibration setting of the game's profile), aiming with the gyroscope
(off by default), a floating move stick (off by default: the stick goes
where your thumb lands in the lower left of the screen), the opacity of
the controls, "Hide or add buttons" (hide a button, add a copy of a
button) and "Edit buttons size".
- "Edit buttons layout": drag the controls to new positions, then push
"Save". "Export" and "Import" write and read a layout file with the
file picker of the system.
- "Look sensitivity".
"Hide" and "Options" act when the finger lifts on them: a swipe that
starts on them turns the view instead.
The app keeps the layout in its own preferences, not in `config.toml`.
Removing the app's data or the app removes the layout.
button. A Bluetooth or USB keyboard operates as on Linux. The screen does
not accept touch input.
## Settings
The settings are in `config.toml` in the data folder of the app. To change
them:
1. Enter `adb pull /sdcard/Android/data/io.github.cesarus85.ringfall/files/config.toml`.
1. Enter `adb pull /sdcard/Android/data/com.halo.decomp/files/config.toml`.
2. Change the file.
3. Enter `adb push config.toml /sdcard/Android/data/io.github.cesarus85.ringfall/files/`.
3. Enter `adb push config.toml /sdcard/Android/data/com.halo.decomp/files/`.
At the first start, the game writes the file with the default values. To
get the default values again, delete the file.
@@ -227,13 +113,8 @@ These settings are only for Android:
| Setting | Function |
| --- | --- |
| `input.touch_aim_assist` | `true` (the default): the touch controls' swipe aiming gets the aim assist of a controller (the aim slows over a target and follows a moving one). `false`: none, as with a mouse; the bullets' own autoaim stays. |
| `input.touch_controls` | The touch controls in a game. `"auto"` (the default): shown on a touchscreen while no controller is connected. `"on"`: also shown with a controller. `"off"`: never shown. A device without a touchscreen never shows them. The menus take taps in any case. |
| `display.screen_width` | The number of columns of the 480-line picture. `0` (the default): the shape of the display (1068 on a 20:9 phone). `640`: the 4:3 shape of the Xbox. |
| `display.shader_cache` | `true` (the default): the linked shader programs are kept in `shader_cache` in the data folder (their binaries, the driver that made them and their sources), and each map's list of the programs it drew with; as a map loads, the programs on its list are made ready, so that its first frames do not wait for the driver to compile them. A driver update compiles them again from the kept sources. `false`: each program is compiled the first time it is drawn. The folder may be deleted at any time. |
| `display.shader_worker` | `true` (the default): the shader programs are made on a thread of their own, whose GL context shares the game's (loaded from the shader cache, or compiled), and drawn with once there (`debug.shader_warm_up`: `"worker"`, `"load"` on the game's thread as a map loads, or `"off"`); a draw whose program is not made yet is left out for the frames it takes, and the frame does not wait. As a map loads, its own programs and then every map's (`shader_cache/all.txt`) are asked for. `false`: each is made on the game's thread when first drawn with. |
| `debug.sample_seconds` | Refer to "Find problems". |
| `debug.memory_watch` | `true` (the default): the app notices the game's writes to cached textures by page protection. `false`: it compares page contents once a frame instead, which is slower. Geometry uses the streaming path in either mode. Refer to "Limits". |
## Internet play
@@ -267,24 +148,16 @@ select "Yes":
1. The app downloads the new version.
2. The package installer of Android opens. At the first update, Android asks
you to let the game install apps. Allow it.
you to let Halo install apps. Allow it.
3. Select "Update". Android replaces the app.
4. Select "Open" to start the new version.
To install over the previous version, each build must have the same
signature. GitHub Actions signs each build with the key in the
`ANDROID_KEYSTORE_BASE64` and `ANDROID_KEYSTORE_PASSWORD` secrets of the
repository. A computer that builds for its own devices signs with the same
key when `port/android/signing.properties` (not in the repository) names it:
storeFile=/path/to/ringfall-release.jks
password=<the keystore's password>
keyAlias=ringfall
Keep the keystore and its password safe: a lost key means every player must
remove the app before the next version. If you installed a build that has a different signature, remove
repository. If you installed a build that has a different signature, remove
that build before you install a new build. Removing the app deletes its data
folder: first make a copy of `maps/` and `save/u`.
folder: first make a copy of `maps/` and `save/`.
## Widescreen
@@ -298,8 +171,6 @@ the Xbox:
- Black bars and fades cover all of the screen, and so do the menus' dims
and backgrounds (the pause menu's dim, dialogs, the menus' gradient).
All the ports draw this way.
## VR
On a VR headset with an OpenXR runtime (Meta Quest 3 and 3S; the Steam
@@ -311,7 +182,7 @@ instead.
Controls in play (in the menus the buttons are the Xbox's by position):
| Controller | Game |
| Controller | Halo |
| --- | --- |
| right trigger / left trigger | fire / throw grenade |
| right grip / left grip | melee / switch weapon |
@@ -359,7 +230,7 @@ through a shader that decodes to linear, and the stored bytes are the
game's. Camera shake is off in VR.
A file named `xr_test` in the data folder
(`adb shell touch /sdcard/Android/data/io.github.cesarus85.ringfall/files/xr_test`)
(`adb shell touch /sdcard/Android/data/com.halo.decomp/files/xr_test`)
starts a self-test instead of the game, which needs no game data: each eye
in its own colour (red while the right trigger is held), a checkerboard
screen in the room (its top-left square red), and the controllers' buttons
@@ -369,6 +240,12 @@ Not done yet: aiming with the controller and the weapon in the hand, the
HUD's parts on the controllers, zoom through the scope, a first-person view
in vehicles, and a separate depth for the HUD's reticle.
## How it works
The changes are in `#ifdef HALO_ANDROID` in `rasterizer_xbox.c`, `render.c`,
`ui_widget.c`, `cinematics.c`, `main.c` and
`rasterizer_xbox_screen_effect.c`.
## How the port operates
### ILP32 code
@@ -390,9 +267,7 @@ The guest is the game, the platform layer and a small runtime:
AArch64 target of clang. The options `-U__APPLE__` and
`-fno-define-target-os-macros` hide the Darwin environment.
2. `tools/android_asm_convert.py` changes the Mach-O assembly to ELF
assembly. It renames symbols, but keeps string literals (`.ascii`,
`.asciz`) byte for byte: they hold tables as well as text
(`tools/test_android_asm_convert.py`).
assembly.
3. The AArch64 assembler makes the objects.
4. `ld.lld` links the objects with `guest/guest.ld` to a static image,
`build/android/halo_guest.elf`, at a fixed address above the Xbox memory
@@ -413,7 +288,7 @@ and supplies the thread pointer and TLS.
- Reserves the address space of the guest below 4 GB: the Xbox memory at
`0x80000000`, the image, and pools for the memory of the guest
(`host/host_memory.c`). Refer to "The fixed addresses".
(`host/host_memory.c`).
- Loads the image and fills its import table (`host/host_loader.c`).
- Starts the `main` of the game and each guest thread on a stack in guest
memory, because ILP32 code keeps stack addresses in 32-bit registers
@@ -421,9 +296,8 @@ and supplies the thread pointer and TLS.
- Gives the audio callback of SDL to a thread with a guest stack
(`host/host_sdl.c`).
- Does the calls of the guest: system calls (`host/host_syscall.c`), SDL
(`host/host_sdl.c`), OpenGL ES (`host/host_gl.c`), and the file, socket,
UPnP and DTLS functions of `port/linux/src/posix_*.c` (DTLS with Mbed TLS,
for internet play with browsers: `posix_dtls.c`).
(`host/host_sdl.c`), OpenGL ES (`host/host_gl.c`), and the file and socket
functions of `port/linux/src/posix_*.c`.
The guest calls the host through stubs (`tools/android_imports.py`). The
two ABIs use the same registers for 32-bit integers, floats and pointers.
@@ -431,49 +305,6 @@ two ABIs use the same registers for 32-bit integers, floats and pointers.
`port/linux/src/gl.h`. `tools/android_posix_stubs.py` makes the stubs of the
`posix_*` functions, which copy the `errno` of the host.
### The fixed addresses
The guest needs the Xbox memory at `0x80000000` to `0x88000000` and the
image above it, to `0x8c000000`. The cache files contain pointers to these
addresses. The Java runtime of Android (ART) also reserves its spaces below
4 GB. On some devices, for example handhelds with a large Java heap (the
AYN Thor, the Retroid Pocket), ART's large object space covers
`0x80000000`. ART fills that space from its bottom, so the part at
`0x80000000` is usually empty.
Thus:
1. The game operates in a process of its own (`:game`), with a fresh Java
heap. The launcher, the import of a disc image and an earlier game do
not leave objects there.
2. At the start of that process, `HaloApplication` loads `libmain.so`. Its
`JNI_OnLoad` reserves the fixed addresses before the Java side
allocates large objects.
3. If ART's large object space is in the way, the host takes back only the
part that covers the fixed addresses, and only if no page of it is in
use (`/proc/self/pagemap`, or `mincore` and the swap of that part if
the device refuses `pagemap`). The host never takes the other spaces of
ART.
If the addresses are not available, the game shows a message, and writes
the mappings below 4 GB to `memory_map.txt` in the data folder and to the
log.
To test the reclaim on any device, set a system property before you start
the game. The app then puts a stand-in for ART's large object space over
the fixed addresses:
- `adb shell setprop debug.halo.art_overlap idle`: the stand-in is empty
at `0x80000000`. The log shows `reclaimed idle ART range`, and the game
starts.
- `adb shell setprop debug.halo.art_overlap busy`: a page at `0x80100000`
is in use. The game shows the message and writes `memory_map.txt`.
- Add `-nopagemap` to either value (`idle-nopagemap`) to test as on a
device that refuses `/proc/self/pagemap`. Add `-swapped`
(`idle-nopagemap-swapped`) to also move the objects of the stand-in to
swap; with `busy`, the page in the fixed addresses too.
- `adb shell setprop debug.halo.art_overlap ""`: normal operation.
### OpenGL ES
The renderer (`port/linux/src/d3d8_gl.c`) uses OpenGL ES 3.0, and some
@@ -491,11 +322,7 @@ functions of OpenGL ES 3.2 if they are available:
changes the indices.
- On OpenGL ES 3.1 and later, the visibility tests (lens flares) count
samples with an atomic counter, as the NV2A did. OpenGL ES 3.0 tells only
if a sample is visible. The GPU copies the counters at the end of each
frame, and the CPU reads the copy two frames later, when the frame's fence
has passed: a result is the latest count the GPU has finished, as with
the query buffer of desktop OpenGL. A read of the counters themselves
waits for the GPU, which halved the frame rate on Turnip (Zink).
if a sample is visible.
### Calling conventions
@@ -518,17 +345,9 @@ floating-point contraction, as on x86.
### Game source changes
The port's code tells three things apart, each its own macro, which the
Android build defines all of (`tools/android_build.py`):
- `HALO_ARM64_GUEST`: the guest's ABI (ILP32 AArch64 code in a 64-bit
process);
- `HALO_GLES`: the OpenGL ES renderer;
- `HALO_ANDROID`: the app (its display, input, files and lifecycle).
The x86 inline assembly is replaced by C (refer to
[port/linux/README.md](../linux/README.md#game-source-changes)).
These changes are in `#ifdef HALO_ARM64_GUEST`:
These changes are in `#ifdef HALO_ANDROID`:
- Seven `#pragma bss_seg(".bss")` lines are removed. The Darwin target does
not accept them.
@@ -543,23 +362,6 @@ assembly of the port is necessary:
- The symbol aliases in `guest/libc/src_include/features.h`. The Darwin
target does not accept alias attributes.
## Geometry uploads
Android streams vertex and index data from the current CPU bytes instead
of reusing the persistent geometry mirror or its cached index extents.
This is automatic; no console command or configuration change is needed.
Affected players reported that bypassing the cache resolved stretched or
missing geometry, with some also reporting better performance. The exact
cache failure mechanism remains unconfirmed.
The Android-only guard in `mirror_range` uses the existing streaming
fallback. Streamed upload methods, frame fences, shaders, texture caching
and CPU write tracking are unchanged. Desktop and web retain their cache.
Xbox and Custom Edition maps keep their existing loaders and resource
paths. `tools/test_android_mirror_uploads.py` checks the bypass with large
and reused ranges, frame-counter rollover and desktop/web cache controls;
it does not substitute for device gameplay validation.
## Find problems
- Enter `adb logcat -s halo` to see the log of the port and the errors of
@@ -572,28 +374,13 @@ it does not substitute for device gameplay validation.
at this interval. This finds hangs on devices without root access.
- Set `gl_debug = true` in `[debug]` of `config.toml`. The log then shows
the OpenGL ES errors.
- The log says which write tracking the app uses: "page protection"
(devices) or "page hashes" (the emulator, or `debug.memory_watch = false`).
## Limits
- Bink video is not available. The game skips the movies.
- The device must let the app reserve the fixed guest addresses, from
`0x80000000` to `0x8c000000`. If ART uses them, the app shows a message
(refer to "The fixed addresses").
- Touch operates the menus and skips cinematics. In the game, the touch
controls appear when no controller is connected; their size follows the
height of the screen (larger on a tablet than on a phone), never smaller
than a finger.
`0x80000000` to approximately `0x89000000`. If the addresses are not
available, the app shows a message.
- The game does not accept touch input. Use a controller or a keyboard.
- Kernels with 16 KB pages (a developer option of Android 15) do not
operate. The Xbox memory uses 4 KB pages.
- The x86 Android emulator runs the app through its ARM translation. The
translation cannot deliver the page faults that the renderer uses to
notice changed textures. On the emulator the app compares
page contents once a frame instead ("write tracking: page hashes" in the
log). This is slower, and texture changes may appear one frame later.
`debug.memory_watch = false` does the same on a device. The translation
also has no scalar conversion from floating
point to an integer in a SIMD register (`fcvtzs s0, s1`, an illegal
instruction there), so `tools/android_asm_convert.py` writes each as the
vector form, which leaves the register and the exception flags the same.
+25 -56
View File
@@ -4,48 +4,6 @@ The same APK as for the Quest runs on the Steam Frame, in Lepton (SteamOS's
Android, a Waydroid fork: Android 11, arm64), with SteamVR's OpenXR runtime.
What differs is found at run time, not by a build of its own.
## Installing it (players)
On the Frame, in Desktop Mode (Steam menu > Power > Switch to Desktop):
1. Put your own disc image of Halo: Combat Evolved for the original Xbox (`.iso` or
`.xiso`, any version) in Downloads (or Documents, the Desktop, a memory
card).
2. Download `Install-Mjolnir-VR.desktop` from the latest release and open it
(double-click; confirm running it).
3. Answer the dialogs: the installer finds the disc image (or asks for it),
copies the game data out of it, adds "Mjolnir VR" to the Steam library
and switches back to Gaming Mode. Start it from the library there.
The game updates itself: while it runs, its launcher looks for a newer
release, fetches it and puts it in place as the next start begins
(`steam_frame_launch.sh`; `update.auto = false` in `config.toml` stops it;
`launcher.log` says what it did). Opening the same file again updates it
too (settings, saves and game data stay).
The desktop file (`steam_frame_installer.desktop`) downloads the latest
release's `mjolnir-vr-steam-frame.zip` (`tools/steam_frame_bundle.py`, made by
the release job of `.github/workflows/build.yml`) and runs its
`install.sh` (`steam_frame_install.sh`), with zenity dialogs:
- `~/Documents/RingfallMjolnirVR`: the launcher (`ringfall-mjolnir-vr.sh`)
and the release APK (`RingfallMjolnirVR.apk`); the folder of the builds
before the name, `~/Documents/HaloCE`, renamed to it, and their "Halo VR"
shortcut replaced. (These keep the name of builds 302 to 313, "Ringfall:
Mjolnir VR": the Steam shortcut of an installed game starts the launcher
there, and the launcher's update looks for them in the bundle.);
- the maps folder out of the disc image (`steam_frame_xiso.py`, the app's
`XisoExtractor.java` in Python), unless `maps/ui.map` is there;
- the Steam shortcut, unless it is there: added by Steam itself
(`steam://addnonsteamgame`, as SteamOS's "Add to Steam" does) from
`Mjolnir VR.desktop` beside the game, then the library pictures
under the id Steam gave it. Steam is not closed: on the Frame, Desktop
Mode runs inside Gaming Mode's session, and closing Steam ends it (and the
installer with it). An old "Halo VR" shortcut is left for the player to
remove (Steam would write it back);
- what it did in `install.log` beside the game.
`HALO_VR_UNATTENDED=1` (and `HALO_VR_IMAGE=<image>`) runs it without
dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
## The device
- Steam Settings > System > Enable Developer Mode; then start "Lepton
@@ -57,7 +15,7 @@ dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
connected as well.
- Install with `adb install -r --no-streaming`. It prints "Lepton post
installation failed due to APP_PATH being unset", but installs. Start the
game with `am start -n io.github.cesarus85.ringfall/com.halo.decomp.LauncherActivity`.
game with `am start -n com.halo.decomp/.LauncherActivity`.
- Lepton empties `/sdcard/Android/data` whenever it starts again: the game's
data must live elsewhere (stage 2). `/sdcard/Documents` and
`/sdcard/Download` are the SteamOS user's folders and are kept.
@@ -75,7 +33,7 @@ dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
| # | Stage | State |
| --- | --- | --- |
| 1 | Base: the fixes above on the current main | done |
| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/RingfallMjolnirVR` |
| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/HaloCE` |
| 3 | Menus, HUD and text visible (quad layers) | done: their alpha from their colour |
| 4 | The freeze at the cryo bay's calibration | not seen again (2026-10-04) |
| 5 | The Frame's controllers | done: their own profile, the Xbox's layout |
@@ -85,10 +43,10 @@ dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
## Starting it on the Frame
A button in the Steam library ("Mjolnir VR", a non-Steam game)
runs `~/Documents/RingfallMjolnirVR/ringfall-mjolnir-vr.sh` (`port/android/steam_frame_launch.sh`),
A button in the Steam library ("Halo VR", a non-Steam game) runs
`~/Documents/HaloCE/halo-vr.sh` (`port/android/steam_frame_launch.sh`),
which starts the game as Steam starts an Android title of its own:
`lepton waitforexitandrun -- ~/Documents/RingfallMjolnirVR/RingfallMjolnirVR.apk`, in a container
`lepton waitforexitandrun -- ~/Documents/HaloCE/HaloVR.apk`, in a container
of its own (`steamlaunch-4290000001`) that Lepton installs the APK into
anew whenever the file is newer. Updating the game is replacing that APK.
@@ -103,7 +61,7 @@ What the script does that Steam would for an Android title:
quit (it writes `quit_requested.txt`).
Steam's "Exit game" does not reach the game (its process is the container's,
not Steam's): quit it with the VR options' "Quit the game" (Y in the main or
not Steam's): quit it with the VR options' "Quit Halo" (Y in the main or
pause menu, twice). A container ended within 30 s of its start makes
Lepton drop the app's install, so the next start installs it again.
@@ -117,15 +75,13 @@ beside Lepton's `<frame-ip>:5555`.
Lepton uninstalls the app and empties its folders whenever it starts again.
The game's data lives in the SteamOS user's Documents instead: when
`/home/steamos/Documents` can be written, the launcher makes
`/home/steamos/Documents/RingfallMjolnirVR` and the launcher and the game take it as
their data folder (config.toml, saves and debug.txt go there too), so a
disc image imported in the app stays as well. The installer above fills it;
by hand, once:
`/home/steamos/Documents/HaloCE` holds `maps/ui.map` and is writable, the
launcher and the game take it as their data folder (config.toml, saves and
debug.txt go there too). Once:
adb -s <frame-ip>:5555 shell mkdir -p /home/steamos/Documents/RingfallMjolnirVR/maps
adb -s <frame-ip>:5555 push assets/maps/. /home/steamos/Documents/RingfallMjolnirVR/maps/
adb -s <frame-ip>:5555 shell chmod -R 777 /home/steamos/Documents/RingfallMjolnirVR
adb -s <frame-ip>:5555 shell mkdir -p /home/steamos/Documents/HaloCE/maps
adb -s <frame-ip>:5555 push assets/maps/. /home/steamos/Documents/HaloCE/maps/
adb -s <frame-ip>:5555 shell chmod -R 777 /home/steamos/Documents/HaloCE
After a Lepton restart only the APK is installed again. (Use the path under
/home, not /sdcard/Documents: Android 11's scoped storage stands between the
@@ -180,3 +136,16 @@ page of buttons shows this layout on the Frame.
`debug.xr_deferred_copies` = 0 brings back the old copies for comparing,
1 defers them on any runtime; `vr.log_performance` logs the frame's parts
and, with the compositor's counters, each copy's time.
- 2026-10-05 later: the doubling was the eyes not fusing (each eye sharp
alone) with multiview, and gone drawing the eyes one by one, which is now
SteamVR's default (`debug.multiview_steamvr` for multiview). The per-eye
corrections were checked against the projection (x, y from the top after
the flip, the eyes' offsets in clip units) and agree with the Quest, where
multiview fuses; the Frame's eyes are wider and differ from each other
more, so a driver giving the right eye the left one's correction (zink on
Turnip: ViewIndex, Turnip's multi-position output) would show there. For
finding it: a self-test of the driver's views when the layers are made
(logcat "multiview: self-test"), a frame whose views are turned apart
drawn one by one, the views' shape in the log as it changes ("VR views:"),
and `debug.gl_environment` ("TU_DEBUG=nomultipos", "ZINK_DEBUG=nobgc",
"MESA_SHADER_CACHE_DISABLE=true") set before the driver starts.
-600
View File
@@ -1,600 +0,0 @@
# VR roadmap
What Mjolnir VR (Quest 3, Steam Frame) has, and what comes next, in the
agreed order. Updated with every step: a step is **done** once the user has
tried it in the headset and it is merged into `main`; **built** means in a
branch, not yet tried in the headset.
Several of the next steps follow
[HaloCE-Quest-VR](https://github.com/moistman42069/HaloCE-Quest-VR) and the
Steam Frame work it grew from,
[astromaddie/HaloCE-VR](https://github.com/astromaddie/HaloCE-VR) (both
CC0): their ideas, rebuilt into this port's own structure, with the source
named where code is taken over.
## Done (in `main`)
| Area | What |
| --- | --- |
| Headsets | Quest 3; Steam Frame (Lepton): its controllers' layout, a Steam library tile that installs, starts, updates and quits the game, data kept in `~/Documents/RingfallMjolnirVR` |
| Rendering | The eyes drawn one by one (both at once, multiview, only with `debug.multiview`: its eyes did not always fuse, see the open points); lens flares at their depth in stereo; HUD, menus, scope, crosshair and names as layers of their own |
| Aiming | The weapon in the hand, its shots from the muzzle, laser and crosshair options; each weapon held so that its model's hand lands on the real one, as the free hand's (it learns where each weapon's animations hold the hand; the pistol's had been 15 cm before the real hand, the assault rifle's 8 cm aside), the scope's disc moved with it; `vr.weapon_hand_*` to adjust (2026-10-17) |
| Body | Physical crouch (`vr.crouch_limit`) beside the crouch button, leaning (`vr.lean_limit`), melee by swinging, grenades thrown with the left hand, two-handed weapons |
| Vehicles | The Warthog's wheel turned with the hands, right trigger throttle, left brake; first-person seats; turrets with handles |
| Scores | The menu button held shows the scores on the Quest (a press pauses, as it is let go); the Steam Frame's View button as before; the text chat's lines where the desktop has them (2026-10-18) |
| Comfort | Snap or smooth turning, a comfort vignette in vehicles, VR options in the main and pause menus (Y), a page of every controller button |
| Menus | The PC version's menus in VR (`vr.menus`), clicked with a laser; text typed on the on-screen keyboard |
| Multiplayer | Up to date with OpenCE (network version 32, 2026-10-20; HDR kept off in VR): cross-play, its server browser, co-op campaign, password lobbies; join codes and the VR online list |
| Bots | Bots in multiplayer (`host_bots.c`; OpenCE's own, `bots.c`, are local split screen games' and off in VR): on foot (paths, items, objectives), in vehicles and at turrets; they make room for a joining person, on the LAN too (2026-10-18); they climb ladders (Damnation's) and take paths as near their goal as a search reaches, as OpenCE's do: on Damnation 0 searches of 1747 failed, 1078 of 1605 before (2026-10-20). Later: OpenCE's bots' aiming (lead, bursts, taps for the pistol and sniper rifle, field of view), learnt obstacles and map fixes into ours |
| Voice chat | Push to talk on any button (`vr.button_talk`, BUTTONS page; the free hand's grip by default, sending nothing while it reaches for the foregrip or the wheel), open mic, off (2026-10-13) |
| Builds | The Android build's assembly conversion (`tools/android_asm_convert.py`) keeps string data as it is: strings and tables starting with "_" or holding \" lost a "_" (Opus's pulse cache among them: the Steam Frame's crashes in online games while talking), 2026-10-13 |
| Languages | The European disc in Spanish and Italian (a maps folder for each, `maps_es` and `maps_it`, none called `maps`) imported on the Quest and the Steam Frame: the headset's language's, its language the game's and the menus' (`maps/language.txt`, unless `game.language` is set), 2026-10-17; not yet tried with that disc |
| Controls | Left-handed mode (`vr.handedness`): the weapon in the left hand, the arms and grips mirrored, sticks and buttons mirrored on both controllers (`vr.mirror_controls`), the assault rifle's counter read the right way round (2026-10-06) |
| Graphics | Presets low / medium / high / max (`vr.graphics`), refresh rate and resolution in the VR options, all kept over a restart (2026-10-06) |
| Arms and hands | Both arms by IK from shoulders that follow the torso, the elbow led by the hand's roll; fingers from trigger, grip and touch; `vr.body` arms / hands / off, `vr.fingers` (2026-10-06) |
## Next, in order
| # | Step | State |
| --- | --- | --- |
| 1 | Steam Frame CPU time: Mesa's trace markers off (after astromaddie/HaloCE-VR), no `glGet` stalls in the visibility counters' copies | **done** (in `main` 2026-10-06): markers quieted, no problems; the frame's work about unchanged (11-12.5 ms of 13.9 in a bot game) |
| 3a | Visible arms and hands: the arms by IK to the controllers, fingers by trigger and grip | **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good; 0.02 ms a frame) |
| 2 | Controls and comfort: left-handed mode, buttons remapped, flashlight by tapping the head, finer turning and vignette choices, graphics presets and refresh rate in the VR options | first part **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good): left-handed mode, graphics presets, refresh rate and resolution in the VR options. Second part **done** (in `main` 2026-10-06; Quest 3 good): buttons remapped, finer turning and vignette choices; the flashlight by tapping the head taken out (did not work) |
| 3b | The whole body: torso from head and hands, legs and feet following in the room; full / arms only / hands only | **done** (in `main` 2026-10-10; Quest 3 good): `vr.body` "full" ("Full body" in the VR options; "arms" still the default), legs walking the way the player moves, feet on the ground. Also in: voice chat's push to talk on the free hand's grip. Steam Frame: its cost still to measure |
| 3c | Weapons held physically, holsters at shoulder and hip (the buttons stay) | |
| 3d | Other VR players shown with their heads, hands and bodies (today their bodies move as flat players' do: only their aim and throws come from their hands) | |
| 4 | Later: disc image import in the launcher; moving by swinging the arms (in place of the stick, never faster than it: online too), and a sprint by swinging them harder (faster than the game allows: offline only) | import **done** (in `main` 2026-10-06): the app's import (tried on the Quest 3: all 24 maps; on the Frame kept in `~/Documents/RingfallMjolnirVR`), a Steam Frame installer from Desktop Mode (`STEAM_FRAME.md`; tried on the Frame: the old folder renamed, the shortcut added by Steam), a release signing key (CI and local builds the same). Arm swinging and its offline sprint still open |
| 5 | Later: multiview again (both eyes in one pass, half the drawing's CPU cost): find why its eyes do not fuse in big online games on the Quest 3 (and now and then on the Steam Frame), then turn it back on | open: off by default since 2026-10-16 (`debug.multiview`); findings in the open points |
| R | Release as **Ringfall: Mjolnir VR** (no "Halo" in the product's name): app name, id `io.github.cesarus85.ringfall`, icon and library pictures (`tools/ringfall_art.py`), Frame folder and installer, release assets, README; the repository renamed | **done** (in `main` 2026-10-06; Quest 3 and Steam Frame good) |
| R2 | Renamed **Mjolnir VR** ("Ringfall" is another game's name): app and Steam names, logo (`tools/mjolnir_art.py`), release assets (also under the old names for the updaters of builds 302 to 313), updaters, README; the repository renamed `Cesarus85/mjolnir-vr` (GitHub forwards the old links). Kept: the app id, the signing key's alias, the Frame's `~/Documents/RingfallMjolnirVR` and the names inside its bundle (installed games and their shortcuts) | in `feature/rename-mjolnir-vr` (2026-10-21) |
## Step 2, first part (done)
Left-handed mode and graphics presets, after HaloCE-Quest-VR (CC0): its
mirrored first-person model, its graphics switches.
Left-handed (`vr.handedness = "left"`):
- The weapon in the left hand: aim, shots, muzzle, laser, crosshair,
scope disc, turret aim. The first-person model is posed as the right
hand's in a mirror image of the room ("model space", `halo_vr.h`) and
mirrored back; a model whose node matrices mirror has its triangles'
winding turned over (`rasterizer_set_model_skinning`, `d3d8_gl.c`). The
arms reach to the other shoulders, the foregrip is gripped with the
right hand, the right hand's fingers follow its controller.
- Grenades held and thrown with the right trigger and hand; melee by the
left grip (a swing of either hand, as before); the motion tracker on the
right wrist (`halo_xr_submit.wrist_hand`); the rumble's light motor in
the weapon hand.
- The left trigger fires, the right one throws; at the Warthog's wheel the
left trigger accelerates, the right one brakes.
- With `vr.mirror_controls` (default): the right stick moves, the left
turns and steers; their clicks, the bumpers and the face buttons change
sides (Quest: X jumps, Y light / held grenades, A action and reload, B
switch weapon; Steam Frame: the left D-pad does A, B, X, Y as their
mirror image, down jump, left light, right action, up switch weapon,
and A, B, X, Y do the D-pad's). The menus keep their buttons; the
laser pointer works from either hand as before.
- Other machines see the shots leave the left hand (the network message
is unchanged: aim and muzzle from the camera).
- The assault rifle's ammo counter and compass read the right way round
on the mirrored model (2026-10-06): their geometry stays mirrored, each
digit's bitmap is drawn turned over in u and the digits' order across
the display swapped (numeric shaders drawn mirrored,
`rasterizer_xbox_transparent_geometry.c`). Checked flat in the emulator
with `debug.mirror_first_person` (the first-person weapon mirrored off
the headset): 60, 48, 36 ... 06 read correctly. Steam Frame good
(2026-10-06).
- Kept as they are (accepted 2026-10-06): the small static icons under the
counter (round and "x") stay mirror images (a texture atlas, not
numeric). The game's prompts still name the Xbox's buttons.
- Settings kept: on Android `config.toml` is written beside itself and
renamed over (`port_config.c`), so one pushed by adb (the shell's, which
the app could not open for writing) no longer loses the VR options'
changes at a restart.
- Headset tests 2026-10-06: Quest 3 and Steam Frame good (left hand,
controls mirrored and not, counter, presets, refresh rates, resolution,
settings kept over a restart).
Graphics (`vr.graphics`, `port/linux/game/vr_graphics.c`), set each frame
on the game's own switches:
| Preset | Leaves out |
| --- | --- |
| `"high"` (default) | nothing: as before |
| `"medium"` | object shadows, environment reflections, lens flares |
| `"low"` | also specular light, bump maps, grass and other detail objects, the screen's fog layer, contrails, weather, camouflage's second pass |
| `"max"` | nothing; models lit for each pixel, shadows at 512x512 |
A client in another's game keeps grass, lens flares and the fog layer as
the host's rules have them (`cheats.c`). Shadows, specular passes,
reflections and detail objects are draws (CPU, which the Frame's GL
driver is short of); bump maps, fog, camouflage and per-pixel lighting
the GPU's fill.
VR options (Y): two pages, PLAY (the comfort rows, "Weapon hand",
"Mirrored controls") and MORE ("Graphics", "Refresh rate", "Resolution",
the controller buttons page, Quit); four since the second part (below). The refresh rate steps through what
the runtime offers and changes at once; on the Steam Frame the row shows
SteamOS's rate. The resolution (`vr.resolution_scale`, 70-120%) takes a
restart. The controller buttons page shows the layout as set.
| Setting | Values |
| --- | --- |
| `vr.handedness` | `"right"` (default), `"left"` |
| `vr.mirror_controls` | `true` (default): sticks and buttons mirrored when left-handed; `false`: as right-handed (triggers and grips still follow the hands) |
| `vr.graphics` | `"auto"` (default, branch `fix/vr-frame-hitches`), `"low"`, `"medium"`, `"high"`, `"max"` |
| `vr.foveation` | `"off"` (default), `"low"`, `"medium"` (the Quest only; branch `fix/vr-frame-hitches`) |
| `vr.refresh_rate` | Hz, as offered (Quest 3: 72, 80, 90, 120) |
| `vr.resolution_scale` | 0.7 to 1.2, on restart |
To try in the headset (Quest 3 and Steam Frame):
1. Left-handed: aim, laser, crosshair, scope of sniper and rocket
launcher; weapon held right in the left hand, arms from the right
shoulders, nothing inside out (faces culled the wrong way would show
the inside of the gun or the glove).
2. Two-handed grip with the right hand; grenades in the right hand (held
and thrown); melee by grip and by swing; motion tracker on the right
wrist.
3. Buttons and sticks mirrored on the Touch and the Frame controllers
(every function reachable), then `Mirrored controls: Off`.
4. Vehicles: wheel, throttle and brake, steering stick, a gunner's aim;
menus and the laser pointer; a network game (shots from the left hand
on the other machine).
5. Graphics: each preset's look and smoothness (`vr.log_performance`),
in a bot game; Max on the Quest at 90 Hz; refresh rates 72/80/90/120
on the Quest; the Frame's row.
## Step 2, second part (done)
In `main` 2026-10-06; tried on the Quest 3 (with the rename): good. The flashlight by tapping the head (after HaloCE-Quest-VR)
did not work in the headset and was taken out again; the button stays.
The VR
options (Y) have four pages: PLAY ("Weapon hand", "Mirrored controls",
laser, crosshair, motion tracker, body, fingers, the Warthog's wheel),
COMFORT (turning, the vignettes), BUTTONS (the actions' buttons,
"Reset buttons to defaults", the controller buttons page) and MORE (graphics, refresh rate, resolution, Quit).
Buttons remapped (BUTTONS page; `vr.c` `controls_remapped`):
- Jump, the flashlight (held: switch grenades), action/reload, switch
weapon, crouch, zoom, melee and push to talk each go on one of eight
buttons: A, B, X, Y, the move stick's click, the turning stick's, the
weapon hand's grip, the free hand's grip. Moving an action to a button
swaps it with the action there, so none is ever left without one.
- The free hand's grip as a button (`free_grip_down`): pressed once held
0.15 s at the foregrip's threshold, and not at all while it holds the
weapon's foregrip or the Warthog's wheel (taken in that time, the press
is theirs until the grip opens).
- The triggers, the menu button, the Steam Frame's
bumpers, D-pad and View button keep theirs; the menus keep the buttons
as they are.
- Applied after the left-handed mirroring, on the gamepad's sides: the
same on the Touch and the Frame controllers, and a left-handed player's
buttons are the mirror image of the right-handed ones (on the Frame,
mirrored, the left D-pad's). The defaults are the old layout, the
host's bindings and the ABI unchanged.
- The melee's aim and jab follow its button; the grips on a Warthog's
wheel press nothing, whatever the grip does.
- The controller buttons page shows each action where its button is.
Comfort (COMFORT page): snap turns 10 to 45 degrees by 5, 60, 75, 90;
smooth turning 30 to 150 degrees a second by 15, then to 300 by 30; the
vehicle vignette Off, 15 to 100%; the on-foot vignette (off by default)
while the stick turns smoothly, or also while the move stick moves, as
far as the sticks are pushed, with its own strength. The old values are
among the steps; defaults unchanged.
Transparent geometry: room for 2048 groups a window (the Xbox's 384,
below).
| Setting | Values |
| --- | --- |
| `vr.button_jump` | `"a"` (default), `"b"`, `"x"`, `"y"`, `"move_stick"`, `"turn_stick"`, `"grip"`: as right-handed, mirrored with `vr.mirror_controls` |
| `vr.button_light` | the flashlight, held switch grenades; `"b"` (default) |
| `vr.button_action` | action, reload; `"x"` (default) |
| `vr.button_weapon` | switch weapon; `"y"` (default) |
| `vr.button_crouch` | `"move_stick"` (default) |
| `vr.button_zoom` | `"turn_stick"` (default) |
| `vr.button_melee` | `"grip"` (default) |
| `vr.foot_vignette` | `"off"` (default), `"turning"` (smooth turns), `"moving"` (and moving) |
| `vr.foot_vignette_strength` | 0.15 to 1, `0.7` (default) |
| `debug.vr_options` | `false` (default); `true` shows the VR options off the headset (the emulator) |
Checked in the emulator (`debug.vr_options`): the four pages without
overlaps, each row's values, swaps and reset, the controller buttons page
right- and left-handed after swaps, the settings kept over a restart, a
15-bot game as before.
To try in the headset (Quest 3 and Steam Frame):
1. Defaults: every button as before (jump, light/held grenades, action,
switch weapon, crouch, zoom, melee by grip and by swing), right- and
left-handed, mirrored and not; the menus' A and B.
2. BUTTONS: swap jump and melee (jump on the grip, melee on A): both work,
the melee jabs and aims where the head looks; light on a stick click
(tap: light, hold: grenades); the controller buttons page says so.
At the Warthog's wheel with jump on the grip: no jump while holding
the wheel. Reset: all back.
3. The same left-handed with mirrored controls (on the Frame the left
D-pad), and with `Mirrored controls: Off`.
4. COMFORT: snap 10 and 90, smooth 30 and 300; vehicle vignette 15% and
100%; on-foot vignette "Smooth turns" (nothing with snap turns),
"Moving, turning", strength 15% and 100%; no vignette in a vehicle
from the on-foot one, none in the menus.
5. A game of 30 and more players: effects, glass and water stay; the log
(`adb logcat -s halo`) says `rasterizer: N transparent geometry groups
in a window` once a window passes 384; frame time as before.
## Step 3a (done)
Tried on the Quest 3 and the Steam Frame, in `main`. The arm IK,
the forearm's twist and the fingers' poses follow HaloCE-Quest-VR (CC0),
in `port/linux/game/vr_arms.c`.
- The first-person pose (weapon, arms) is built once a frame instead of
per eye and scope view (SteamVR: two to three times before).
- `vr.log_performance` reports its cost (`VR: first person: ... ms a
frame in ... builds (arms ... ms), ... kept`) and, once, how the hands'
skin hangs from its bones (none from the root: no triangle filter
needed).
- Both arms bend from shoulders below the neck, square to the torso. The
torso follows the head beyond 15 degrees and turns towards the hands;
snap and smooth turns carry it at once.
- The free left arm bends at the elbow to the controller (before: carried
rigidly). The hand's roll is shared along forearm and upper arm.
- The free hand's fingers follow the controller: index from the trigger,
the others from the grip, the thumb from where it rests (touch on the
Quest's, Index and Steam Frame controllers; half curled where unknown),
closed round a held grenade. The weapon hand keeps its grip; its index
finger lifts off the trigger when the controller says it is off.
- host_xr: touch actions for thumb and index; `suggest()` takes 64
bindings (was 32, silently cut) and retries a profile without the
touch paths should the runtime refuse them.
Settings (`[vr]` in config.toml; the first two also in the VR options,
Y on the main or pause menu):
| Setting | Values |
| --- | --- |
| `vr.body` | `"arms"` (default), `"hands"` (hands alone, the arms shrunk behind the wrists), `"off"` (the weapon alone) |
| `vr.fingers` | `true` (default): fingers follow the controller; `false`: as the weapon's animation has them |
| `vr.arm_ik` | `true` (default): the free arm bends at the elbow; `false`: rigid as before, should its skin tear |
After the first Quest tries (2026-10-06):
- The shoulders 13 cm behind the eyes and 20 cm below the neck: the open
end of the sleeve was in view. Looking hard down to the side one still
sees into the arm (the model ends at the shoulder): left as it is.
- The elbow bends in the arm's plane (`vr_align_elbow`): it had turned in
with the elbow out to the side; the upper arm takes none of the hand's
roll.
- The free arm is solved first and its hand turned after (as
HaloCE-Quest-VR does): turned first, its skin stretched like a rubber
band.
- The elbow follows the hand's roll (lifted out, the controller rolls in):
before, it bent only towards a fixed direction.
- Arm length, shoulder width, fingers, grenade grip, body modes, scope,
vehicles: fine.
Not in it (3a.7): the glove fitted to each weapon's grip (gun anchor) and
the left hand animated through reloads.
## Step 3b (done)
On `feature/vr-voice-and-body`, not yet tried in the headset. The neck
pivot, the planted feet with their steps and the leg's clamped reach follow
HaloCE-Quest-VR (CC0), its full body, rebuilt in
`port/linux/game/vr_body.c` on this port's skeleton (`vr_arms.c`).
- `vr.body = "full"` (VR options, Body: "Full body") draws the player's own
biped under the first-person arms and weapon: its torso, hips and legs, in
the map's own model and colours. "arms" stays the default until the
headsets have tried it.
- Drawn among the world's objects, so it sorts against the world by depth;
the first-person weapon and arms, drawn before the world into the
stencil, stay over it, as before. In both eyes (multiview on the Quest,
each eye on SteamVR), posed once a frame for every eye and the scope.
- The torso: the torso's heading (the head's beyond 15 degrees, drawn
towards the hands, the stick's turns at once), upright from the hips to a
neck 14 cm behind and 20 cm below the eyes as the head turns about it
(looking down, the eyes go forward and the chest stays behind them). The
aiming's twist and bend of the third-person torso are taken out.
- The hips: down with the physical crouch (and back a little, the torso
leaning forward), a third of the way with a lean (the spine tilts the
rest). The body's model has its neck higher than the eyes' pivot: it is
moved down to it, so the shoulders stay below the eyes, crouched by the
button too.
- The legs: the game's own animation (walking, running, jumping, crouched
by the button). Moving, the hips and legs stay as the game faces them, so
its own choice of animation (forward, back, aside, as for any player,
by the way it moves against the way it faces) runs along the way the
player moves, and the spine turns the torso; standing, the hips turn to
the torso's heading (eased, 0.12 s). Walking off, the feet ease from
where they stood into the walk (0.2 s); stopping, they stay where the
walk left them and step into place. Standing still, the feet stay
planted and step, one at a time (0.22 s, 6 cm lifted), when the body has
turned 35 degrees from them or their place moved 18 cm; the knees bend by
IK to them as the hips go down. Moved 80 cm at once (a teleporter), they
are put down there.
- The ground: put down, each foot rests on the ground under it (a slope, a
stair), its height above the ground as the animation has it, tilted with
the slope (no steeper than 45 degrees), up to 45 cm from the ground under
the body; a foot's ground below it lowers the hips as far. Rays straight
down, read only, cast only as the feet are put down (three: under the
body and each foot) and as one steps (one), none while walking, where
the animation's feet are kept; eased (0.08 s) in and out. Nothing found
(a ledge): level.
- Hidden: the head and neck (shrunk onto the neck's root: no head or
collar seen from inside), the third-person arms (shrunk onto their
shoulders), the third-person weapon and all the biped carries.
- The first-person arms hang from the body's shoulders: beside its neck,
as wide as its shoulder joints within 14 to 24 cm (the aiming's shrug
left out). Left-handed, the shoulders go into the mirror with the arms
(the room's left one is the model's right): the body itself is the
room's, not mirrored.
- Seats: a passenger in an open vehicle (the Warthog's back) sits as the
seat's animation has it, the head and arms shrunk alike; at a wheel or a
gun the body is drawn whole as before (its hands on them, no
first-person weapon); in a closed seat (Ghost, Banshee, tank) none.
- Not drawn when dead, in cutscenes, in third person, in a mirror's view;
camouflage as the game has it.
- Only drawn, on this machine: the game's own pose, hit boxes, markers and
network messages are unchanged.
- Cost: `vr.log_performance` adds `body ... ms a frame in ... poses` to the
`first person:` line. In the emulator 0.006 to 0.025 ms a pose standing
(as busy as the emulator was), up to 0.1 ms averaged while turning with
the feet's rays (at most a few a second); the drawing is one more biped
model (as one more player close by).
| Setting | Values |
| --- | --- |
| `vr.body` | `"full"` (the whole body), `"arms"` (default), `"hands"`, `"off"` |
| `debug.vr_body` | `"off"` (default); off the headset (the emulator) the body posed from the flat camera: `"eye"`, `"down"` (looking down 60 degrees, 90 degrees wide), `"front"`, `"side"`, `"back"` (the camera 2.6 m away); after a colon the head's motion: `"cycle"` (turning, crouching, leaning, 5 s each), `"still"`, `"turn"`, `"crouch"`, `"lean"`, `"raw"` (the game's pose, only shrunk). Logs its pose once a second |
Checked in the emulator (`debug.vr_body`): the cyborg's 19 nodes (bip01
pelvis, spine, spine1, neck, head, clavicles, arms, thighs, calves, feet);
the body standing, crouched physically and by the button, leaning,
turning with the feet stepping; looking down, the shoulders below the eyes
and no head or collar; two-minute bot games on Blood Gulch with it on and
off, deaths and respawns, nothing in the log. Then the legs by the way of
moving (strafing, backwards, diagonally with the touch stick: the game's
sideways and backwards walk) and the feet on the ground: on the ramp of a
Blood Gulch base, the upper foot 15 cm up, the lower 10 cm down, both on
it; stairs not reached in the emulator (Prisoner's spawn was level). Three
rays when the feet are put down, one a step, none walking. Screenshots in
`build/body-shots/` (local).
Push to talk is built on the same branch: voice chat's talking on the free
hand's grip, while it holds neither the weapon's foregrip nor the Warthog's
wheel (`audio.voice_chat`, VR options PLAY page "Voice chat": push to talk
(grip), open mic, off).
To try in the headset (Quest 3 and Steam Frame), with `vr.body = "full"`
(VR options, Body: Full body) and `vr.log_performance = true`:
1. Standing, looking down: torso, hips, legs and feet, the shoulders below
the eyes, no head, collar or helmet in view, the chest not in the way;
the arms from the shoulders, lined up with the body, the weapon as
before.
2. Turning the head alone: the body stays within about 15 degrees, then
follows; turning further, the feet step after it, one at a time, and
settle. Snap and smooth turns: the body turns, the feet step.
3. Physical crouch: the knees bend, the feet stay; kneeling deep, nothing
of the body in the eyes. Leaning forward and aside: the torso tilts, the
feet stay. Crouch button: the game's crouch, shoulders below the eyes.
4. Walking, running, jumping by the stick: the legs walk with the game's
animation, no sliding when starting or stopping. Strafing left and
right, walking backwards and diagonally, also with the head turned away
from the way of walking: the legs step the way the body moves (sideways,
backwards), the torso facing as the head and hands have it; stopping,
the hips turn back under the torso and the feet step into place.
4a. Ground: standing still on a slope (Blood Gulch's hills and the bases'
ramps), across it and along it: both feet on the ground, tilted with
it, the lower knee straighter, the hips down with the lower foot; on
stairs (Prisoner, Chill Out, Damnation), one foot a step higher than
the other, turning in place there: each step lands on its stair. At a
ledge, one foot over it: level, nothing odd.
5. Left-handed (`vr.handedness = left`, mirrored or not): the arms from
the body's shoulders, the weapon in the left hand, the body as
right-handed.
6. Vehicles: Warthog driver and gunner as before (body with its hands on
the wheel or gun); Warthog passenger: seated legs and torso, the
first-person arms from its shoulders; Ghost, Banshee, Scorpion: no body.
7. Dying and respawning, a teleporter, a cutscene (campaign), the menus
and pause menu, the scope, camouflage, a game with 15 bots: nothing
broken, no body where it should not be.
8. Body "Arms and hands", "Hands only", "Weapon only": as before.
9. Performance: `first person: ... body ... ms` in `adb logcat -s halo`;
the Quest holds 90 Hz in a bot game; the Steam Frame's working time
against "arms" (about 12 ms of 13.9 before).
10. Push to talk (Voice chat: push to talk), in a network game with
another player: holding the free grip away from the weapon talks;
nothing while the free hand holds the foregrip or the Warthog's wheel;
"Open mic" talks without the grip; "Off" sends nothing (others still
heard).
## Frame hitches and GPU time (built: branch `fix/vr-frame-hitches`)
Measured on the Quest 3 (2026-10-12; 90 Hz, multiview, graphics "high",
full body, a 15-bot game on Blood Gulch): the game's CPU work 5-6 ms a
frame; the app's GPU time 5.5-6.4 ms (`xr: metrics`), the same with
foveation off, low, medium and high: **the GPU is not the bottleneck**.
The doubled pictures come from single long frames: shader programs compiled
in a frame (29 new ones in a 794 ms frame 22 s into a match, single ones
18-64 ms), draws of 254 ms (the first frame in a map) and 74 ms with
nothing compiled (most likely the driver making a program's variants at
its first draw), and the menus' PNG pictures (7 in 108 ms).
What the branch has:
| Part | What |
| --- | --- |
| Long frames | `VR: long frame N ms: input, ticks, camera, draw, present; shaders compiled or linked, programs from the cache; textures uploaded, menu pictures, render targets; draw calls N ms, the slowest N ms (vertex program, program key); N draws left out waiting for their programs`. The 5 s report counts the draws left out |
| GPU time | XR_META_performance_metrics on with `vr.log_performance`: `xr: metrics (mean/most) app/gpu_frametime=... compositor/dropped_frame_count=...` |
| Foveation | `vr.foveation` "off" (default) / "low" / "medium" on the MORE page (GL_QCOM_texture_foveated, the eyes only, lens centres); "high" taken out (it drew a grey rectangle below the player). Kept for later, no gain measured |
| Shader cache | `display.shader_cache`: programs kept in `shader_cache/` (binary, driver, sources); each map's list (`maps/<map>.txt`) and every map's (`all.txt`) |
| Worker | `display.shader_worker` (default true): programs made on a thread with a GL context sharing the game's (`gl worker: running`), from the cache's binary or compiled; a draw whose program is not made yet is left out for those frames, the frame never waits. As a map loads, its programs and then every map's are asked for |
| Warm-up | `debug.shader_warm_up`: "worker" (default: each program drawn with once on the worker into a small target of the eyes' kinds), "load" (the map's programs drawn with on the game's thread as it loads), "off" |
| Menus | The PC menus' pictures decoded on a thread of their own, drawn transparent for the frames that takes |
Second Quest test (latest build): the worker works, no long frame after the
map's first frames (245 ms and 72 ms there, each one draw of 67-75 ms with
vertex program 4). But doubled pictures in spells of seconds with the GPU
at 9-13 ms a frame (GPU% 0.91-0.94, 4-37 stale frames a second), 5-7 ms in
between: "high" is too much for 90 Hz in heavy scenes, "medium" holds.
Hence:
| Part | What |
| --- | --- |
| Graphics "auto" | `vr.graphics = "auto"`, the new default (Graphics row: Auto): "high" while the GPU keeps up. Past 4/5 of the frame (8.9 ms at 90 Hz) for a quarter second it leaves out the next steps (shield glow, shadows, reflections, specular light, lens flares, bump maps, the rest of "low"), as many as their learnt costs say; brings one back once GPU time + its cost stays under 7/10 of the frame for 3 s (longer if it had to go again within 10 s). Logs `VR graphics auto: shadows left out (step 2): the GPU 10.2 ms a frame of 11.1`, `... saved 1.9 ms`, `... back`. On the Steam Frame (no GPU time from SteamVR) "auto" is "high" |
| Measuring | `debug.vr_graphics_measure = true`: each effect left out in turn (1.5 s on, 1.5 s off), `VR graphics measure: shadows 2.10 ms (...)` and means each round |
What the effects cost, from the code (to be measured with the option above):
object shadows are drawn once a frame with multiview (the scene is drawn
once), twice one eye at a time; each shadow-casting object (every bot, its
weapon, vehicles) renders its map, blurs it and projects it onto the level
beneath: a pass of fill on both eyes per object. Reflections and specular
light are passes over the level's geometry. The shield's glow
(`display.shield_glow`, off by default) is a dynamic light per flaring unit
(at most 8), each lighting the level's surfaces in its reach once more, not
a pass per object; upstream's shield colour on the arms only changes a
colour. The whole body adds the player's own model and its shadow.
Not done, and why:
- Drawing the eyes straight into the swapchain: moot now (GPU not the
bottleneck); it needs GL_EXT_sRGB_write_control, the vignette as a pass
of its own and array swapchains acquired mid-frame.
- Decoding all menu pictures ahead: 165 pictures, about 350 MB decoded with
their mipmaps.
- Later: XR_KHR_visibility_mask.
### Headset test, graphics "auto" (Quest 3)
1. VR options, MORE: Graphics **Auto** (a `config.toml` written before
still says "high"), Foveation Off; `vr.log_performance = true`.
2. Log at start: `xr: performance metrics on (... the app's GPU time read)`,
`VR: graphics auto`.
3. 15-bot match on Blood Gulch, a few minutes, also into the busy middle:
- `VR graphics auto: ... left out (step N): the GPU X ms` within a
quarter to half a second of a heavy spell, `... saved Y ms`, and
`... back` a few seconds after it.
- VrApi: `Stale=` 0 nearly every second (at most a few in the second a
spell begins), no `ASW=1` spells; App GPU under about 9 ms.
- Look for effects that pop: shadows going and coming back. If they
change more than every ten seconds or so, note the log lines.
4. Costs: a second match with `debug.vr_graphics_measure = true` (Graphics
setting ignored meanwhile; stand somewhere busy, a few minutes):
`VR graphics measure: means (ms of GPU a frame): shadows ...;
reflections ...`. The steps' order should follow the largest costs.
5. The first frames of a map (245/72 ms, vertex program 4): try
`debug.shader_warm_up = "load"` once and compare those lines.
### Headset test, shader worker (Quest 3)
Before: `adb logcat -G 16M` (again after any reboot); in `config.toml`
`vr.log_performance = true`, 90 Hz, graphics "high", multiview, full body;
Foveation Off (VR options, MORE: the config may still say "medium"). After
each test: `adb logcat -d -s halo VrApi > test.txt`. The shader cache from
the earlier tests stays.
1. Start: `gl worker: running (ES 3, surfaceless, programs warmed up)` and
`shader cache: ... N programs kept (... N listed) ...; programs made on
the worker, warmed up there`. As the menus load: `shader cache:
levels_ui_ui: N programs listed; N asked of the worker ...; N of other
maps to ask for`.
2. Bot match on Blood Gulch: as it loads, `... bloodgulch: N listed; ...
N there already` (made while in the menus). In play no `VR: long frame`
with shaders compiled; at most a few `draws left out` (objects appearing
a frame or two late), and VrApi `Stale=0` most seconds, no `ASW=1`.
Any long frame left: its `draw calls ... the slowest N ms (vertex program
N, program K)` says whether a draw (a driver variant) is the cause.
3. A map not played yet (Damnation): as it loads, `N programs listed` is 0
but `N there already` should not matter: its programs mostly come from
every map's list (made in the menus). New ones are compiled on the worker
(`draws left out` for a moment, no long frame).
4. If draws of 70-250 ms remain with nothing compiled: `debug.shader_warm_up
= "load"` (the log: `shader cache: N programs drawn with once as the map
loaded, in N ms`), then compare; and `"off"` for the baseline.
5. Menus: open new screens; pictures may appear a frame late, no long
frames with `menu pictures`.
6. If anything breaks (missing objects for good, a crash):
`display.shader_worker = false` brings the game's-thread compiling back.
Steam Frame: the worker also runs there if its EGL shares contexts (the log
says `gl worker: running` or why not); no foveation. A short bot game to
see that nothing is missing or slower.
## Open points outside the order
- Multiview's doubled pictures (2026-10-16): on the developer's Quest 3,
doubled and shifted pictures from the start of big online games (26-35
players) as the head turned, nauseating; none in a local game with 48
bots; none online either with the eyes drawn one by one. Not the frame
rate: one by one, online at 72 Hz, the compositor repeated as many
frames (about 4 a second) and nothing was seen. Not the facing jumps
(respawns only) nor the camera (it moves every frame). Before: the
Steam Frame's (2026-10-05), each eye alone sharp. So the eyes are drawn
one by one by default now (`debug.multiview` for both at once). To do:
find what the shared pass draws wrongly online, e.g. by saving both
eyes' pictures in a big online game and comparing what is doubled
(sprites and effects projected by the game itself, `mv_depth`; programs
made on the shader worker; the sky rows), then turn it back on: it
halves the drawing's CPU cost.
- Big online games (2026-10-16): doubled pictures on a 32-player server,
none in a local game with 48 bots. Not the GPU (60–80 %): the ticks cost
3.3–4.6 ms as a client there (1.3–1.9 ms with bots or 16 players), so
47–70 of 150 frames with a tick missed 90 Hz's 11.1 ms (the doubling
itself was multiview's, above). In `main` 2026-10-16 (Quest 3 good):
`vr.refresh_rate_auto`
(VR options MORE, "Lower it when frames are late", on by default) steps
the rate down a step (90, 80, 72 Hz) while more than one frame in 32
comes late, and back up once they would keep up; "VR: refresh rate" in
the log. First try: 90 to 80 Hz a few seconds into a 30-player game, no
doubled picture seen; 2-5 stale frames a second left at 80, hence one
in 32 (was 16). Later:
why a client's ticks cost that much per remote player.
- Doubled pictures when turning on the developer's Quest 3 (2026-10-12):
with every build tried, back to 2026-10-06's, at 90 and at 72 Hz, even
in seconds the compositor reported no stale frame. That Quest runs
Horizon OS from the Public Test Channel (PTC; its build 2026-10-08),
the likeliest cause. Released with `vr.graphics` "medium" as the
default (smooth there). To do: try this and later builds with "high" on
a Quest 3 outside PTC (the developer's wife's), and set the default
back to "high" or "auto" if it holds.
Resolved 2026-10-16: multiview (above), not the Horizon OS PTC.
- Multiview on the Steam Frame: why the eyes do not fuse there (suspected
Mesa zink/Turnip); tools in branch `frame/doubled-images` (86335828),
not merged.
- Transparent geometry groups: the Xbox's 384 a window overflowed in
games of 30 and more players (the last submitted, glass, water,
particles, contrails, vanished). Raised to 2048 (320 KB), in `main`;
still to check in a game of 30 and more players; upstream raised them
to 2048 too (2026-10-12).
## Headset tests (2026-10-06, all three in `main`)
Quest 3, 2026-10-06: menus, laser, VR options, head turning, arms and
hands, fingers, body modes, scope, vehicles, a bot game (bots spread and
leave their bases) and a large online game: all good.
Steam Frame, 2026-10-06: buttons, picture (no doubled image), arms, hands,
fingers, wheel: all good; SteamVR reprojected 18% of the frames, unseen.
What follows is left for the two headsets together.
Upstream merge (`merge/upstream-2026-10-06`):
- Menus, a bot game, head turning (no doubled image), co-op briefly.
- A password game hosted on the Frame, joined from the Quest.
- A bot making room for a person joining a full lobby.
Performance (`frame/performance-2`, and the merge's upstream speed-ups),
with `vr.log_performance = true`:
- Frame: the log says `trace markers: N descriptors to /dev/null`; frame
time ("working") against before (about 12.5 ms in a bot game on Blood
Gulch); SteamVR's reprojected share (vrcompositor.txt) against before
(2 to 17 %); no doubled image.
- Lens flares still appear and hide as before (their visibility counters'
copies changed).
- The pose cache (3a.1): `first person: ... builds` about one a frame;
scope, crosshair, laser and the weapon in the hand as before.
- Quest: 90 Hz held as before in a bot game and in a large online game;
nothing slower than the last build.
Arms and hands (3a): on the Steam Frame, as on the Quest (fingers on its
controllers, every button still working).
+5 -19
View File
@@ -13,30 +13,16 @@ def buildNumberText = System.getenv("HALO_BUILD_NUMBER") ?: "0"
def buildNumber = buildNumberText.isInteger() ? buildNumberText.toInteger() : 0
// the workflow's signing key (.github/workflows/build.yml): every build of
// main signed with it can install over the one before; on a computer that
// builds for its own devices, the same key from port/android/signing.properties
// (not in the repository: storeFile, password, keyAlias), so that its
// builds and the releases install over each other; without either, the
// main signed with it can install over the one before; without it, the
// debug key of the computer that builds
def signingKey = System.getenv("HALO_ANDROID_KEYSTORE")
def signingPassword = System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
def signingAlias = System.getenv("HALO_ANDROID_KEY_ALIAS") ?: "ringfall"
def signingProperties = new File(rootDir, "signing.properties")
if (!signingKey && signingProperties.isFile()) {
def properties = new Properties()
signingProperties.withInputStream { properties.load(it) }
signingKey = properties.getProperty("storeFile")
signingPassword = properties.getProperty("password")
signingAlias = properties.getProperty("keyAlias", "ringfall")
}
android {
namespace "com.halo.decomp"
compileSdk 35
defaultConfig {
// (the app's own id; the Java classes keep the decompilation's package)
applicationId "io.github.cesarus85.ringfall"
applicationId "com.halo.decomp"
minSdk 28
targetSdk 35
versionCode Math.max(1, buildNumber)
@@ -74,9 +60,9 @@ android {
if (signingKey) {
halo {
storeFile file(signingKey)
storePassword signingPassword
keyAlias signingAlias
keyPassword signingPassword
storePassword System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
keyAlias System.getenv("HALO_ANDROID_KEY_ALIAS") ?: "halo"
keyPassword System.getenv("HALO_ANDROID_KEYSTORE_PASSWORD")
}
}
}
+3 -14
View File
@@ -19,25 +19,17 @@
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.CHANGE_WIFI_MULTICAST_STATE" />
<!-- voice chat's microphone (asked for only when voice chat first talks) -->
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<!-- installing a new version of the game (Updater) -->
<uses-permission android:name="android.permission.REQUEST_INSTALL_PACKAGES" />
<!-- enableOnBackInvokedCallback: the back button and the back gesture
stay KEYCODE_BACK, which SDL passes to the game as B; with
predictive back (the default once an app targets Android 16) the
system would take them and the game would never see them -->
<application
android:name=".HaloApplication"
android:label="@string/app_name"
android:icon="@mipmap/ic_launcher"
android:allowBackup="false"
android:isGame="true"
android:appCategory="game"
android:theme="@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"
android:hardwareAccelerated="true"
android:enableOnBackInvokedCallback="false">
android:hardwareAccelerated="true">
<!-- a game, for the system (isGame and appCategory above; the game
modes' configuration) and for launchers that look for this -->
@@ -76,10 +68,7 @@
(without them Horizon OS shows it as a flat panel, and the OpenXR
session never gets focus); phones ignore them. The launcher,
a flat panel on a headset, starts it once the game data is
there. (port: upstream runs it in a process of its own,
":game", for handhelds whose Java heap covers the Xbox window;
not here: on the Steam Frame Lepton waits for the app's process
to end, and the headsets have no such overlap) -->
there. -->
<activity
android:name=".HaloActivity"
android:exported="true"
@@ -104,7 +93,7 @@
<!-- the downloaded new version, for the package installer (Updater) -->
<provider
android:name=".UpdateProvider"
android:authorities="${applicationId}.update"
android:authorities="com.halo.decomp.update"
android:exported="false"
android:grantUriPermissions="true" />
@@ -1,71 +0,0 @@
package com.halo.decomp;
/**
* Gyroscope aiming (TouchControls): integrates the sensor's angular velocity,
* turned into the display's coordinates for its rotation, into radians of
* view turn between samples.
*/
final class GyroscopeAim {
/** below this (radians a second) a reading is the sensor's noise at rest, which must not drift the view */
private static final float NOISE = 0.01f;
/** a gap longer than this (seconds) starts over rather than turn at once */
private static final float LONGEST_GAP = 0.1f;
private long previousTime;
private int previousRotation = -1;
private float previousX;
private float previousY;
void reset() {
previousTime = 0;
previousRotation = -1;
}
/**
* takes one sample (its time in nanoseconds, the angular velocity about
* the device's x and y axes, the display's rotation 0..3) and puts the turn
* since the last into delta {yaw, pitch}; false while there is none
*/
boolean sample(long time, float x, float y, int rotation, float[] delta) {
delta[0] = 0;
delta[1] = 0;
if (!Float.isFinite(x) || !Float.isFinite(y) || rotation < 0 || rotation > 3) {
reset();
return false;
}
float screenX = x;
float screenY = y;
switch (rotation) {
case 1:
screenX = y;
screenY = -x;
break;
case 2:
screenX = -x;
screenY = -y;
break;
case 3:
screenX = -y;
screenY = x;
break;
default:
break;
}
if (Math.abs(screenX) < NOISE)
screenX = 0;
if (Math.abs(screenY) < NOISE)
screenY = 0;
float seconds = (time - previousTime) * 1e-9f;
boolean valid = previousTime != 0 && rotation == previousRotation && seconds > 0 && seconds <= LONGEST_GAP;
if (valid) {
// the trapezoid rule over the two samples
delta[0] = -(screenY + previousY) * 0.5f * seconds;
delta[1] = -(screenX + previousX) * 0.5f * seconds;
}
previousTime = time;
previousRotation = rotation;
previousX = screenX;
previousY = screenY;
return valid && (delta[0] != 0 || delta[1] != 0);
}
}
@@ -1,25 +1,10 @@
package com.halo.decomp;
import android.app.AlertDialog;
import android.content.Context;
import android.content.Intent;
import android.graphics.Insets;
import android.net.Uri;
import android.net.wifi.WifiManager;
import android.os.Build;
import android.os.Bundle;
import android.view.Display;
import android.view.View;
import android.view.ViewGroup;
import android.view.WindowInsets;
import android.view.WindowManager;
import android.widget.Toast;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.nio.charset.StandardCharsets;
import org.libsdl.app.SDLActivity;
@@ -30,16 +15,6 @@ import org.libsdl.app.SDLActivity;
public class HaloActivity extends SDLActivity {
/** lets system link's broadcasts in over Wi-Fi while the game runs */
private WifiManager.MulticastLock multicastLock;
/**
* the latest system gesture insets {left, top, right, bottom}, in pixels;
* written on the UI thread, read by the game's thread: replaced as a
* whole, never changed in place
*/
private volatile int[] gestureInsets = new int[] { 0, 0, 0, 0 };
/** the on-screen touch controls, over SDL's surface */
private TouchControls touchControls;
private static final int EXPORT_LAYOUT = 401, IMPORT_LAYOUT = 402;
private String pendingLayoutExport;
@Override
protected String[] getLibraries() {
@@ -49,208 +24,21 @@ public class HaloActivity extends SDLActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if (savedInstanceState != null)
pendingLayoutExport = savedInstanceState.getString("pending-layout-export");
if (mLayout != null) {
touchControls = new TouchControls(this);
mLayout.addView(touchControls, new ViewGroup.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT));
}
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
preferHighestRefreshRate();
trackGestureInsets();
acquireMulticastLock();
// a new version looked for while the game starts
Updater.start(this);
}
/** the system's file picker, for the touch layout; no storage permission */
public void chooseLayoutFile(boolean export, String configuration) {
String message = export
? "Choose the folder and the name of the touch layout file."
: "Choose a touch layout file. It replaces your buttons, the look sensitivity and the General settings.";
new AlertDialog.Builder(this)
.setTitle(export ? "Export the layout" : "Import a layout")
.setMessage(message)
.setNegativeButton("Cancel", null)
.setPositiveButton(export ? "Choose the place" : "Choose the file", (dialog, which) -> {
Intent intent = new Intent(export ? Intent.ACTION_CREATE_DOCUMENT : Intent.ACTION_OPEN_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType(export ? "text/plain" : "*/*");
if (export) {
pendingLayoutExport = configuration;
intent.putExtra(Intent.EXTRA_TITLE, "halo-touch-layout.halolayout");
}
try {
startActivityForResult(intent, export ? EXPORT_LAYOUT : IMPORT_LAYOUT);
} catch (android.content.ActivityNotFoundException e) {
pendingLayoutExport = null;
Toast.makeText(this, "This device has no file picker.", Toast.LENGTH_LONG).show();
}
})
.show();
}
@Override
protected void onSaveInstanceState(Bundle state) {
super.onSaveInstanceState(state);
state.putString("pending-layout-export", pendingLayoutExport);
}
@Override
protected void onActivityResult(int request, int result, Intent data) {
if (request != EXPORT_LAYOUT && request != IMPORT_LAYOUT) {
super.onActivityResult(request, result, data);
return;
}
String exported = pendingLayoutExport;
pendingLayoutExport = null;
if (result != RESULT_OK || data == null || data.getData() == null)
return;
Uri document = data.getData();
// (the file is read and written away from the UI thread)
new Thread(() -> {
try {
if (request == EXPORT_LAYOUT)
writeLayoutFile(document, exported);
else
readLayoutFile(document);
} catch (Exception e) {
runOnUiThread(() -> layoutFileError(e));
}
}, "halo-touch-layout-file").start();
}
private void writeLayoutFile(Uri document, String configuration) throws IOException {
if (configuration == null)
throw new IOException("the layout to export is gone");
try (OutputStream output = getContentResolver().openOutputStream(document, "wt")) {
if (output == null)
throw new IOException("the file cannot be opened");
output.write(configuration.getBytes(StandardCharsets.UTF_8));
}
runOnUiThread(() -> Toast.makeText(this, "The layout is exported.", Toast.LENGTH_SHORT).show());
}
private void readLayoutFile(Uri document) throws IOException {
ByteArrayOutputStream contents = new ByteArrayOutputStream();
try (InputStream input = getContentResolver().openInputStream(document)) {
if (input == null)
throw new IOException("the file cannot be opened");
byte[] buffer = new byte[4096];
int size;
while ((size = input.read(buffer)) != -1) {
if (contents.size() + size > 65536)
throw new IOException("the file is too large");
contents.write(buffer, 0, size);
}
}
String configuration = new String(contents.toByteArray(), StandardCharsets.UTF_8);
// checked here, then applied to the overlay at once
TouchLayout.importConfiguration(configuration);
runOnUiThread(() -> {
if (isFinishing() || isDestroyed() || touchControls == null)
return;
try {
touchControls.importLayout(configuration);
Toast.makeText(this, "The layout is imported and saved.", Toast.LENGTH_SHORT).show();
} catch (IllegalArgumentException e) {
layoutFileError(e);
}
});
}
private void layoutFileError(Exception error) {
if (isFinishing() || isDestroyed())
return;
new AlertDialog.Builder(this)
.setTitle("Touch layout file")
.setMessage("The operation did not complete: " + error.getMessage())
.setPositiveButton("OK", null)
.show();
}
@Override
protected void onResume() {
super.onResume();
if (touchControls != null && getWindow().getDecorView().hasWindowFocus())
touchControls.startDeviceInput();
}
@Override
protected void onPause() {
if (touchControls != null)
touchControls.stopDeviceInput();
super.onPause();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
if (touchControls != null) {
if (hasFocus)
touchControls.startDeviceInput();
else
touchControls.stopDeviceInput();
}
super.onWindowFocusChanged(hasFocus);
}
@Override
protected void onDestroy() {
if (touchControls != null)
touchControls.stopDeviceInput();
if (multicastLock != null && multicastLock.isHeld())
multicastLock.release();
multicastLock = null;
super.onDestroy();
}
/**
* keeps gestureInsets current; Android sends the insets again when the
* activity rotates (after the game's native code has started on a phone
* launched from portrait), so a single read at startup would keep the
* portrait values; the listener hands the insets on so SDL's own
* handling still sees them
*/
private void trackGestureInsets() {
getWindow().getDecorView().setOnApplyWindowInsetsListener(new View.OnApplyWindowInsetsListener() {
@Override
public WindowInsets onApplyWindowInsets(View view, WindowInsets insets) {
gestureInsets = readGestureInsets(insets);
return view.onApplyWindowInsets(insets);
}
});
}
@SuppressWarnings("deprecation") // getSystemGestureInsets is the only call on Android 10
private static int[] readGestureInsets(WindowInsets insets) {
Insets gesture;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R)
gesture = insets.getInsets(WindowInsets.Type.systemGestures());
else if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q)
gesture = insets.getSystemGestureInsets();
else
return new int[] { 0, 0, 0, 0 };
return new int[] { gesture.left, gesture.top, gesture.right, gesture.bottom };
}
/**
* the edges of the screen where Android keeps its gestures; in sticky
* full screen the first swipe from an edge only shows the system bars,
* and Android hands that swipe to the game as an ordinary finger, so
* the game (port/linux/src/touch_input.c) must ignore touches that
* begin there; returns a copy of {left, top, right, bottom} in pixels:
* all 0 before Android 10 (which has no insets) and until the first
* insets arrive. The game's native code calls this through JNI by name
* and signature (host_main.c GetMethodID(...,
* "getSystemGestureInsetsPixels", "()[I")), at every finger down, so
* it must not be renamed, retyped or removed as unused
*/
public int[] getSystemGestureInsetsPixels() {
return gestureInsets.clone();
}
/**
* Many phones drop the Wi-Fi's broadcast and multicast datagrams to
* save power unless an app holds this: without it they would not see
@@ -1,33 +0,0 @@
package com.halo.decomp;
import android.app.Application;
/**
* The game (HaloActivity) runs in a process of its own, ":game", so that
* its Java runtime starts fresh for it: nothing the launcher, the disc
* image import or an earlier game did is left in its heap.
*
* There the native library is loaded first thing, and reserves the fixed
* addresses the game needs at 0x80000000 (port/android/host/host_main.c,
* JNI_OnLoad) before the Java side has allocated anything large: on some
* devices, handhelds with a large Java heap especially, ART's large object
* space covers those addresses, and only an idle part of it can be taken
* back (port/android/host/host_memory.c).
*/
public class HaloApplication extends Application {
@Override
public void onCreate() {
super.onCreate();
String process = Application.getProcessName();
if (process == null || !process.endsWith(":game"))
return;
try {
// in SDLActivity's order (HaloActivity.getLibraries); it
// finds them loaded
System.loadLibrary("SDL3");
System.loadLibrary("main");
} catch (UnsatisfiedLinkError e) {
// SDLActivity reports it
}
}
}
@@ -27,7 +27,7 @@ import java.nio.channels.FileChannel;
* Starts the game once its data is in place.
*
* The game reads the Xbox game data (the folder holding maps/) from the
* app's external files directory, /sdcard/Android/data/<application id>/files.
* app's external files directory, /sdcard/Android/data/com.halo.decomp/files.
* If it is missing, this screen lets the player pick an Xbox disc image of
* the game (.xiso or .iso, any version) with the system file picker, and
* copies its maps folder there (XisoExtractor), as the desktop games do; or
@@ -35,7 +35,7 @@ import java.nio.channels.FileChannel;
*/
public class LauncherActivity extends Activity {
private static final int PICK_IMAGE = 1;
static final String SHARED_DATA_ROOT = "/home/steamos/Documents/RingfallMjolnirVR";
private static final String SHARED_DATA_ROOT = "/home/steamos/Documents/HaloCE";
private File dataRoot;
private TextView status;
@@ -49,15 +49,10 @@ public class LauncherActivity extends Activity {
dataRoot = getExternalFilesDir(null);
// the Steam Frame: Lepton empties the app's own folders whenever it
// starts again; the game's data lives in the SteamOS user's
// Documents instead, whenever they can be written, so that a disc
// image imported here stays too (port/android/STEAM_FRAME.md; the
// same choice as host_main.c's)
File shared = new File(SHARED_DATA_ROOT);
if (shared.getParentFile().canWrite() || shared.canWrite()) {
shared.mkdirs();
if (shared.canWrite())
dataRoot = shared;
}
// Documents instead, when it is there (port/android/STEAM_FRAME.md;
// the same choice as host_main.c's)
if (new File(SHARED_DATA_ROOT, "maps/ui.map").isFile() && new File(SHARED_DATA_ROOT).canWrite())
dataRoot = new File(SHARED_DATA_ROOT);
// created by the app, so that files pushed into it with adb stay
// readable (a directory adb creates there belongs to the shell user)
if (dataRoot != null)
@@ -147,15 +142,15 @@ public class LauncherActivity extends Activity {
layout.setBackgroundColor(Color.rgb(12, 16, 20));
TextView title = new TextView(this);
title.setText("Mjolnir VR needs game data");
title.setText("Halo needs its game data");
title.setTextColor(Color.WHITE);
title.setTextSize(TypedValue.COMPLEX_UNIT_SP, 24);
title.setGravity(Gravity.CENTER);
layout.addView(title);
TextView message = new TextView(this);
message.setText("Choose your own disc image of Halo: Combat Evolved for the original Xbox (an .iso or "
+ ".xiso file, any version) on this device. Its maps folder is copied into the app's storage (about 1.8 GB), "
message.setText("Choose an Xbox disc image of Halo: Combat Evolved (an .iso or .xiso file, any "
+ "version) on this device. Its maps folder is copied into the app's storage (about 1.8 GB), "
+ "and you can delete the image afterwards.\n\n"
+ "You can also copy a maps folder from a computer:\n"
+ "adb push <folder with maps>/. " + (dataRoot != null ? dataRoot.getAbsolutePath() : "") + "/");
File diff suppressed because it is too large. Load diff
@@ -1,335 +0,0 @@
package com.halo.decomp;
import java.io.IOException;
import java.io.StringReader;
import java.io.StringWriter;
import java.util.ArrayList;
import java.util.Properties;
/**
* The touch controls' layout (TouchControls): each control's kind, place,
* size and whether it shows, with the settings that go with them, in the
* overlay's logical units. Places are kept for the display the layout is
* on and saved on a 960 x 540 grid, so a layout moves between displays of
* other shapes. A layout file is Java properties text (version 3; 1 and 2
* are still read).
*/
final class TouchLayout {
/** the kinds of control: a button of TouchControls's list, by index */
static final int LEFT = 16;
static final int FIRE_LEFT = 17;
static final int BASE_COUNT = 18;
static final int MAX_CONTROLS = 64;
static final float MIN_SIZE = 0.5f;
static final float MAX_SIZE = 2f;
static final float MIN_OPACITY = 0.2f;
static final float MAX_OPACITY = 1f;
static final float MIN_SENSITIVITY = 0.25f;
static final float MAX_SENSITIVITY = 4f;
/**
* the largest minimum radius: a finger's width is capped here on a small,
* dense display, where the D-pad's buttons (69 apart) would overlap
*/
static final float MAX_MINIMUM_RADIUS = 34;
/** the saved grid */
private static final float GRID_WIDTH = 960;
private static final float GRID_HEIGHT = 540;
private static final int VERSION = 3;
private static final int MAX_FILE_LENGTH = 65536;
/** each kind's default place on the grid, and its radius */
private static final float[][] DEFAULTS = {
{856, 447}, {913, 377}, {794, 377}, {850, 312}, {915, 239}, {802, 239},
{236, 449}, {691, 449}, {360, 490}, {438, 490}, {570, 36}, {390, 36},
{100, 237}, {100, 335}, {51, 286}, {149, 286}, {115, 440}, {255, 239}
};
private static final float[] RADII = {
36, 32, 34, 32, 39, 35, 32, 32, 27, 29, 28, 28, 25, 25, 25, 25, 64, 39
};
private static final class Control {
final int type;
float x;
float y;
boolean shown = true;
float size = 1f;
Control(int type, float x, float y) {
this.type = type;
this.x = x;
this.y = y;
}
}
/** a layout and the sensitivity saved with it */
static final class Configuration {
final TouchLayout layout;
final float sensitivity;
Configuration(TouchLayout layout, float sensitivity) {
this.layout = layout;
this.sensitivity = sensitivity;
}
}
private final ArrayList<Control> controls = new ArrayList<>();
private float width = GRID_WIDTH;
private float height = GRID_HEIGHT;
/** the smallest radius a control is drawn and touched at, in logical units */
private float minimumRadius;
boolean rumbleEnabled = true;
boolean gyroscopeEnabled = false;
/** how solid the controls are drawn, MIN_OPACITY..MAX_OPACITY */
float opacity = 1f;
/** the move stick goes where the thumb lands in the lower left, not at its place */
boolean floatingStick = false;
TouchLayout() {
resetDefaults();
}
/** places the layout on a display of this size, in logical units */
void bounds(float width, float height) {
if (!Float.isFinite(width) || !Float.isFinite(height) || width <= 0 || height <= 0)
throw new IllegalArgumentException("Invalid display dimensions");
for (Control control : controls) {
control.x *= width / this.width;
control.y *= height / this.height;
}
this.width = width;
this.height = height;
keepAllInside();
}
/**
* the smallest radius, in logical units, at which a control is drawn and
* touched (a finger's width, whatever the display's density), at most
* MAX_MINIMUM_RADIUS
*/
void setMinimumRadius(float radius) {
minimumRadius = Float.isFinite(radius) && radius > 0 ? Math.min(radius, MAX_MINIMUM_RADIUS) : 0;
keepAllInside();
}
int size() {
return controls.size();
}
int type(int control) {
return controls.get(control).type;
}
float x(int control) {
return controls.get(control).x;
}
float y(int control) {
return controls.get(control).y;
}
float savedX(int control) {
return x(control) * GRID_WIDTH / width;
}
float savedY(int control) {
return y(control) * GRID_HEIGHT / height;
}
float radius(int control) {
return Math.max(RADII[type(control)] * sizeScale(control), minimumRadius);
}
float sizeScale(int control) {
return controls.get(control).size;
}
void setSize(int control, float size) {
if (!Float.isFinite(size) || size < MIN_SIZE || size > MAX_SIZE)
throw new IllegalArgumentException("Button size must be between 50% and 200%");
controls.get(control).size = size;
move(control, x(control), y(control));
}
boolean shown(int control) {
return controls.get(control).shown;
}
void setShown(int control, boolean shown) {
controls.get(control).shown = shown;
}
void setOpacity(float opacity) {
if (!validOpacity(opacity))
throw new IllegalArgumentException("Opacity must be between 20% and 100%");
this.opacity = opacity;
}
/** the default controls, at their default places, sizes and visibility */
void resetDefaults() {
controls.clear();
for (int i = 0; i < DEFAULTS.length; i++)
controls.add(new Control(i, DEFAULTS[i][0] * width / GRID_WIDTH, DEFAULTS[i][1] * height / GRID_HEIGHT));
keepAllInside();
}
/** adds a copy of a control beside it; -1 if there may be no more (or it is the stick) */
int duplicate(int source) {
if (size() >= MAX_CONTROLS || type(source) == LEFT)
return -1;
float offset = radius(source) * 2 + 12;
Control added = new Control(type(source), x(source) + offset, y(source));
added.size = sizeScale(source);
controls.add(added);
int index = size() - 1;
// where there is no room to the right, the copy goes to the left
if (added.x > width - radius(index))
added.x = x(source) - offset;
move(index, added.x, added.y);
return index;
}
/** shows a hidden control of this kind, or else adds a copy; -1 if neither can be */
int add(int type) {
if (type < 0 || type >= BASE_COUNT)
return -1;
for (int i = 0; i < size(); i++) {
if (type(i) == type && !shown(i)) {
setShown(i, true);
return i;
}
}
return duplicate(type);
}
/** moves a control, keeping all of it on the display */
void move(int control, float x, float y) {
if (!Float.isFinite(x) || !Float.isFinite(y))
return;
float radius = radius(control);
controls.get(control).x = Math.max(radius, Math.min(width - radius, x));
controls.get(control).y = Math.max(radius, Math.min(height - radius, y));
}
/** puts a control at a saved place on the grid, if it is a valid one */
void restore(int control, float x, float y) {
if (Float.isFinite(x) && Float.isFinite(y) && x >= 0 && x <= GRID_WIDTH && y >= 0 && y <= GRID_HEIGHT) {
controls.get(control).x = x;
controls.get(control).y = y;
}
}
private void keepAllInside() {
for (int i = 0; i < size(); i++)
move(i, x(i), y(i));
}
/** the layout as a layout file's text, with the look sensitivity */
String exportConfiguration(float sensitivity) {
if (!validSensitivity(sensitivity))
throw new IllegalArgumentException("Invalid sensitivity");
Properties values = new Properties();
values.setProperty("format", "halo-touch-layout");
values.setProperty("version", Integer.toString(VERSION));
values.setProperty("rumble", Boolean.toString(rumbleEnabled));
values.setProperty("gyroscope", Boolean.toString(gyroscopeEnabled));
values.setProperty("opacity", Float.toString(opacity));
values.setProperty("floating-stick", Boolean.toString(floatingStick));
values.setProperty("count", Integer.toString(size()));
values.setProperty("sensitivity", Float.toString(sensitivity));
for (int i = 0; i < size(); i++) {
String key = "control." + i + ".";
values.setProperty(key + "type", Integer.toString(type(i)));
values.setProperty(key + "x", Float.toString(savedX(i)));
values.setProperty(key + "y", Float.toString(savedY(i)));
values.setProperty(key + "visible", Boolean.toString(shown(i)));
values.setProperty(key + "size", Float.toString(sizeScale(i)));
}
StringWriter text = new StringWriter();
try {
values.store(text, "Halo Android touch layout");
} catch (IOException e) {
throw new IllegalStateException(e);
}
return text.toString();
}
/** reads a layout file's text; throws IllegalArgumentException for anything not valid */
static Configuration importConfiguration(String text) {
if (text == null || text.length() > MAX_FILE_LENGTH)
throw new IllegalArgumentException("Invalid layout file");
Properties values = new Properties();
try {
values.load(new StringReader(text));
int version = readVersion(values);
int count = Integer.parseInt(values.getProperty("count"));
float sensitivity = Float.parseFloat(values.getProperty("sensitivity"));
if (count < BASE_COUNT || count > MAX_CONTROLS || !validSensitivity(sensitivity))
throw new IllegalArgumentException("Invalid layout settings");
TouchLayout layout = new TouchLayout();
layout.controls.clear();
if (version >= 2) {
layout.rumbleEnabled = readBoolean(values, "rumble");
layout.gyroscopeEnabled = readBoolean(values, "gyroscope");
}
if (version >= 3) {
float opacity = Float.parseFloat(values.getProperty("opacity"));
if (!validOpacity(opacity))
throw new IllegalArgumentException("Invalid opacity");
layout.opacity = opacity;
layout.floatingStick = readBoolean(values, "floating-stick");
}
for (int i = 0; i < count; i++)
layout.controls.add(readControl(values, i, version));
return new Configuration(layout, sensitivity);
} catch (IOException | NullPointerException e) {
throw new IllegalArgumentException("Incomplete layout file", e);
}
}
private static int readVersion(Properties values) {
if (!"halo-touch-layout".equals(values.getProperty("format")))
throw new IllegalArgumentException("Unsupported layout file");
String version = values.getProperty("version");
for (int known = 1; known <= VERSION; known++) {
if (Integer.toString(known).equals(version))
return known;
}
throw new IllegalArgumentException("Unsupported layout file");
}
private static Control readControl(Properties values, int index, int version) {
String key = "control." + index + ".";
int type = Integer.parseInt(values.getProperty(key + "type"));
float x = Float.parseFloat(values.getProperty(key + "x"));
float y = Float.parseFloat(values.getProperty(key + "y"));
String shown = values.getProperty(key + "visible");
float size = version >= 2 ? Float.parseFloat(values.getProperty(key + "size")) : 1f;
boolean validType = type >= 0 && type < BASE_COUNT && (index >= BASE_COUNT ? type != LEFT : type == index);
boolean validPlace = Float.isFinite(x) && Float.isFinite(y) && x >= 0 && x <= GRID_WIDTH
&& y >= 0 && y <= GRID_HEIGHT;
boolean validSize = Float.isFinite(size) && size >= MIN_SIZE && size <= MAX_SIZE;
if (!validType || !validPlace || !validSize || !("true".equals(shown) || "false".equals(shown)))
throw new IllegalArgumentException("Invalid control in layout file");
Control control = new Control(type, x, y);
control.shown = Boolean.parseBoolean(shown);
control.size = size;
return control;
}
private static boolean readBoolean(Properties values, String key) {
String value = values.getProperty(key);
if (!("true".equals(value) || "false".equals(value)))
throw new IllegalArgumentException("Invalid " + key + " option");
return Boolean.parseBoolean(value);
}
static boolean validSensitivity(float value) {
return Float.isFinite(value) && value >= MIN_SENSITIVITY && value <= MAX_SENSITIVITY;
}
static boolean validOpacity(float value) {
return Float.isFinite(value) && value >= MIN_OPACITY && value <= MAX_OPACITY;
}
}
@@ -13,13 +13,13 @@ import java.io.FileNotFoundException;
/**
* Hands Android's package installer the downloaded new version of the app
* (Updater), read-only, the one file content://<application id>.update/update.apk.
* (Updater), read-only, the one file content://com.halo.decomp.update/halo.apk.
* (The app has no AndroidX, whose FileProvider does the same.)
*/
public class UpdateProvider extends ContentProvider {
static final String AUTHORITY = BuildConfig.APPLICATION_ID + ".update";
static final String AUTHORITY = "com.halo.decomp.update";
static final String DIRECTORY = "update";
static final String APK = "update.apk";
static final String APK = "halo.apk";
private File apk() {
return new File(new File(getContext().getCacheDir(), DIRECTORY), APK);
@@ -36,8 +36,7 @@ import java.util.zip.ZipInputStream;
* the latest release when it starts, on a thread of its own, and if it is
* newer asks the player whether to update:
*
* - Yes: the release's app (mjolnir-vr-android-release.zip or
* -debug.zip) is
* - Yes: the release's app (halo-android-release.zip or -debug.zip) is
* downloaded and handed to Android's package installer, which replaces the
* game (closing it) and offers to open the new version.
* - No: nothing, until the next start.
@@ -46,19 +45,13 @@ import java.util.zip.ZipInputStream;
*
* Every build of main is signed with the same key (the workflow's), which an
* app must keep for Android to install a new version over it.
*
* Not on the Steam Frame: Lepton installs the APK in the game's folder there
* at every start, so its launcher updates that (steam_frame_launch.sh).
*/
final class Updater {
/* the VR port's own releases: the original's, made without VR, must
never replace it (they share the package name) */
private static final String APP_NAME = "Mjolnir VR";
private static final String REPOSITORY = "Cesarus85/mjolnir-vr";
private static final String REPOSITORY = "Cesarus85/halo-ce-vr";
private static final String USER_AGENT = "halo-ce-universal-updater";
private static final int TIMEOUT_MILLISECONDS = 20000;
/** the most a download (a release's zip, about 35 MB) or the app in it may be */
private static final long MAXIMUM_UPDATE_SIZE = 256L * 1024 * 1024;
private Updater() {
}
@@ -67,8 +60,7 @@ final class Updater {
static void start(Activity activity) {
File config = configFile(activity);
if (BuildConfig.HALO_BUILD_NUMBER <= 0 || config == null || !autoUpdate(config) ||
new File(LauncherActivity.SHARED_DATA_ROOT).isDirectory())
if (BuildConfig.HALO_BUILD_NUMBER <= 0 || config == null || !autoUpdate(config))
return;
new Thread(() -> {
int latest = latestRelease();
@@ -210,8 +202,8 @@ final class Updater {
if (activity.isFinishing())
return;
new AlertDialog.Builder(activity)
.setTitle(APP_NAME + ": new version")
.setMessage("A new version of " + APP_NAME + " was detected (build " + latest + "; this is build "
.setTitle("Halo: new version")
.setMessage("A new version of Halo was detected (build " + latest + "; this is build "
+ BuildConfig.HALO_BUILD_NUMBER + ").\n\nDo you want to update? The game will close and start "
+ "the new version.")
.setCancelable(false)
@@ -223,7 +215,7 @@ final class Updater {
private static void confirmNever(Activity activity) {
new AlertDialog.Builder(activity)
.setTitle(APP_NAME + ": new version")
.setTitle("Halo: new version")
.setMessage("Stop asking about new versions?\n\nTo ask again, set auto = true in the [update] section "
+ "of config.toml.")
.setCancelable(false)
@@ -240,7 +232,7 @@ final class Updater {
/* ---------- updating */
private static void update(Activity activity, int latest) {
String asset = "mjolnir-vr-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
String asset = "halo-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
File directory = new File(activity.getCacheDir(), UpdateProvider.DIRECTORY);
LinearLayout layout = new LinearLayout(activity);
TextView status = new TextView(activity);
@@ -255,7 +247,7 @@ final class Updater {
layout.addView(status);
layout.addView(bar);
AlertDialog progress = new AlertDialog.Builder(activity)
.setTitle(APP_NAME + ": new version")
.setTitle("Halo: new version")
.setView(layout)
.setCancelable(false)
.show();
@@ -283,7 +275,7 @@ final class Updater {
activity.runOnUiThread(() -> {
progress.dismiss();
new AlertDialog.Builder(activity)
.setTitle(APP_NAME + ": new version")
.setTitle("Halo: new version")
.setMessage("The update failed:\n\n" + e.getMessage())
.setPositiveButton("OK", null)
.show();
@@ -312,10 +304,8 @@ final class Updater {
int count;
while ((count = in.read(buffer)) > 0) {
received += count;
if (received > MAXIMUM_UPDATE_SIZE)
throw new IOException("the download is larger than expected");
out.write(buffer, 0, count);
received += count;
if (received - reported >= 256 * 1024 || received == total) {
progress.report(received, total);
reported = received;
@@ -339,15 +329,10 @@ final class Updater {
continue;
try (OutputStream out = new FileOutputStream(apk)) {
byte[] buffer = new byte[65536];
long written = 0;
int count;
while ((count = in.read(buffer)) > 0) {
written += count;
if (written > MAXIMUM_UPDATE_SIZE)
throw new IOException("the app in the download is larger than expected");
while ((count = in.read(buffer)) > 0)
out.write(buffer, 0, count);
}
}
return;
}
@@ -4,101 +4,94 @@ import java.io.File;
import java.io.FileOutputStream;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.channels.FileChannel;
import java.nio.charset.StandardCharsets;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.BitSet;
import java.util.List;
import java.util.Locale;
/**
* Copies the maps folder out of the player's Xbox disc image of Halo, for
* LauncherActivity, as the desktop games do (port/linux/src/xiso.c; the web
* page's is port/web/site/xiso-worker.js). The image is a document the
* player picked, read through its FileChannel at absolute positions.
* Copies the maps folder out of an Xbox disc image (an "xiso", or a whole
* disc's ".iso"), as the desktop games do (port/linux/src/xiso.c, which this
* follows).
*
* Written from a description of the Xbox's disc file system, XDVDFS
* (xboxdevwiki's XDVDFS page, https://xboxdevwiki.net/XDVDFS, and the format
* facts OpenCE's readers rely on). What this class relies on:
* The image's file system is XDVDFS, read as extract-xiso does
* (https://github.com/XboxDev/extract-xiso, extract-xiso.c, whose format
* handling this follows; its license is below and in
* port/third_party/extract-xiso/LICENSE.TXT): 2048-byte sectors; a volume
* descriptor at 0x10000 that starts and ends with "MICROSOFT*XBOX*MEDIA" and
* gives the root directory's sector and size; and directories whose entries
* form a binary tree (each entry: left and right subtree offsets in 4-byte
* units, the start sector, the size, attributes, the name's length and the
* name, 4-byte aligned). Images made from a whole disc put the game partition
* further in, at one of the offsets below.
*
* - Sectors are 2048 bytes and integers little-endian. Sector numbers count
* from the start of the game partition: an image of the partition alone
* has it at 0, an image of a whole disc further in (0x0FD90000, 0x02080000
* or 0x18300000 for XGD2, XGD3 and XGD1 discs). They are tried in that
* order.
* - The volume descriptor is the partition's sector 32 (at 0x10000). It
* holds "MICROSOFT*XBOX*MEDIA" at its start and again at 0x7EC, and the
* root directory table's start sector (u32 at 0x14) and size in bytes (u32
* at 0x18).
* - A directory table is a binary tree of entries whose root is the entry at
* offset 0. An entry is a left and a right subtree link (u16 each, in
* 4-byte units from the table's start, 0 for none), the start sector and
* the size of the file or of the subdirectory's table (u32 each), the
* attributes (u8, 0x10 for a directory), the name's length (u8) and the
* name. Unused bytes of a table are 0xFF, so a left link of 0xFFFF is
* padding, not an entry.
* - A file is one contiguous run of bytes from the start of its sector.
* The files are written to maps.partial first and moved into maps once they
* all are, so an interrupted extraction never leaves maps/ui.map behind.
*
* The image is the player's file and nothing read from it is trusted. Only
* the root's table and the maps folder's are read, each whole and at most
* 4 MB; the walk of a table visits each offset once, goes at most 64 links
* deep and looks at most 4096 entries; and a file is written only under a
* plain name that no file before it had (ignoring case).
* Some parts of this code are copyright in@fishtank.com. This product
* includes software developed by in &lt;in@fishtank.com&gt;.
*
* The loading screen's picture, which the retail disc has no file of, is
* taken out of the root's default.xbe (read whole, at most 64 MB) and
* written beside the maps as the loading.tga the game reads, when the maps
* folder has none (loadingPicture, as xiso.c's xiso_write_loading_picture);
* without it the light sweeps over black, as the game's own does.
* Copyright (c) 2003 in &lt;in@fishtank.com&gt;
* All rights reserved.
*
* The app starts the game once maps/ui.map exists, and makes the maps folder
* itself, so the copy is written to maps.partial (emptied first of what an
* earlier attempt left) and its files moved into maps once all are
* complete, ui.map last.
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
*
* This product includes software developed by in &lt;in@fishtank.com&gt;.
*
* 4. Neither the name of "in" nor the email address "in@fishtank.com"
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED `AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* AUTHOR OR ANY CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
final class XisoExtractor {
private static final int SECTOR_SIZE = 2048;
private static final int DESCRIPTOR_OFFSET = 0x10000;
private static final byte[] MAGIC = "MICROSOFT*XBOX*MEDIA".getBytes(StandardCharsets.ISO_8859_1);
private static final int SECOND_MAGIC_OFFSET = 0x7EC;
private static final int ENTRY_FIXED_SIZE = 14;
private static final long VOLUME_DESCRIPTOR_OFFSET = 0x10000;
private static final int ENTRY_HEADER_SIZE = 14;
private static final int ATTRIBUTE_DIRECTORY = 0x10;
private static final int PADDING_LINK = 0xFFFF;
/** where the game partition may start, in the order they are tried */
private static final long[] PARTITION_STARTS = {
0x00000000L, // an image of the game partition alone
0x0FD90000L, // a whole XGD2 disc
0x02080000L, // a whole XGD3 disc
0x18300000L, // a whole XGD1 disc (the original Xbox's)
};
/** directory tables are a few sectors; anything much larger is not one */
private static final int MAXIMUM_TABLE_SIZE = 4 * 1024 * 1024;
private static final int MAXIMUM_DEPTH = 64;
private static final int MAXIMUM_VISITS = 4096;
private static final int MAXIMUM_ENTRIES = 256;
private static final int COPY_CHUNK = 1024 * 1024;
private static final String PARTIAL_DIRECTORY = "maps.partial";
/** the loading screen's picture (source/interface/progress_bar.c), out of default.xbe; the executable is a few MB */
private static final int LOADING_WIDTH = 320;
private static final int LOADING_HEIGHT = 240;
private static final int TGA_HEADER_SIZE = 18;
private static final long MAXIMUM_XBE_SIZE = 64 * 1024 * 1024;
private static final String LOADING_PICTURE = "loading.tga";
/* directory tables are a few sectors; anything much larger is not one */
private static final long MAXIMUM_DIRECTORY_SIZE = 4 << 20;
private static final int MAXIMUM_FILES = 256;
private static final int COPY_BUFFER_SIZE = 1 << 20;
private static final byte[] VOLUME_MAGIC = "MICROSOFT*XBOX*MEDIA".getBytes(StandardCharsets.US_ASCII);
/* where the game partition starts: a plain image, and whole-disc images
(extract-xiso's GLOBAL, XGD3 and XGD1 offsets) */
private static final long[] PARTITION_OFFSETS = { 0, 0x0FD90000L, 0x02080000L, 0x18300000L };
/** Told as the copy goes: the file being copied, and the bytes copied of all the files'. */
interface Progress {
void report(String file, long done, long total);
}
/** A reason the player can act on: its message is shown as it is. */
/** a reason the player can act on */
static final class ExtractException extends IOException {
ExtractException(String message) {
super(message);
}
}
/** a file or folder found in a directory table */
private static final class Entry {
final String name;
final long sector;
@@ -111,414 +104,172 @@ final class XisoExtractor {
}
}
private XisoExtractor() {
private final FileChannel image;
private long partition;
private XisoExtractor(FileChannel image) {
this.image = image;
}
/** Copies the image's maps folder to destination/maps. */
/** copies the image's maps folder to destination/maps */
static void extractMaps(FileChannel image, File destination, Progress progress) throws IOException {
long imageSize = image.size();
long partition = -1;
long rootSector = 0, rootSize = 0;
ByteBuffer descriptor = ByteBuffer.allocate(SECTOR_SIZE);
new XisoExtractor(image).extract(destination, progress);
}
for (long start : PARTITION_STARTS) {
if (start + DESCRIPTOR_OFFSET + SECTOR_SIZE > imageSize)
continue;
descriptor.clear();
if (!readFully(image, descriptor, start + DESCRIPTOR_OFFSET))
continue;
byte[] bytes = descriptor.array();
if (!hasMagic(bytes, 0) || !hasMagic(bytes, SECOND_MAGIC_OFFSET))
continue;
partition = start;
rootSector = u32(bytes, 0x14);
rootSize = u32(bytes, 0x18);
break;
private void readAt(long offset, ByteBuffer buffer) throws IOException {
while (buffer.hasRemaining()) {
int count = image.read(buffer, offset);
if (count <= 0)
throw new ExtractException("Could not read the disc image (is it complete?).");
offset += count;
}
if (partition < 0)
throw new ExtractException("This is not an Xbox disc image.");
buffer.flip();
}
// the root's maps folder
byte[] root = readTable(image, partition, rootSector, rootSize, "The disc image's file system is damaged.");
private static boolean magicAt(ByteBuffer buffer, int offset) {
for (int index = 0; index < VOLUME_MAGIC.length; index++) {
if (buffer.get(offset + index) != VOLUME_MAGIC[index])
return false;
}
return true;
}
/** the partition's volume descriptor: the root directory's sector and size */
private long[] findVolume() throws IOException {
for (long offset : PARTITION_OFFSETS) {
ByteBuffer descriptor = ByteBuffer.allocate(SECTOR_SIZE).order(ByteOrder.LITTLE_ENDIAN);
try {
readAt(offset + VOLUME_DESCRIPTOR_OFFSET, descriptor);
} catch (IOException e) {
continue;
}
if (!magicAt(descriptor, 0) || !magicAt(descriptor, 0x7EC))
continue;
partition = offset;
return new long[] {
descriptor.getInt(20) & 0xFFFFFFFFL, descriptor.getInt(24) & 0xFFFFFFFFL,
};
}
throw new ExtractException("This is not an Xbox disc image.");
}
/** a directory's table, read whole */
private ByteBuffer readDirectory(long sector, long size, String what) throws IOException {
if (size <= 0 || size > MAXIMUM_DIRECTORY_SIZE)
throw new ExtractException(what);
ByteBuffer table = ByteBuffer.allocate((int) size).order(ByteOrder.LITTLE_ENDIAN);
readAt(partition + sector * SECTOR_SIZE, table);
return table;
}
/**
* collects the entries of the subtree at offset (4-byte units), files or
* directories as asked
*/
private static void walk(ByteBuffer table, long offset, int depth, boolean directories, List<Entry> out,
int[] visited) {
offset *= 4;
/* a malformed table must not loop or run off its end */
if (depth > 64 || ++visited[0] > 4096 || offset + ENTRY_HEADER_SIZE > table.limit())
return;
int at = (int) offset;
int left = table.getShort(at) & 0xFFFF;
int right = table.getShort(at + 2) & 0xFFFF;
/* 0xFFFF: padding, an empty directory */
if (left == 0xFFFF)
return;
int nameLength = table.get(at + 13) & 0xFF;
if (left != 0)
walk(table, left, depth + 1, directories, out, visited);
boolean isDirectory = (table.get(at + 12) & ATTRIBUTE_DIRECTORY) != 0;
if (at + ENTRY_HEADER_SIZE + nameLength <= table.limit() && nameLength > 0 && isDirectory == directories
&& out.size() < MAXIMUM_FILES) {
byte[] bytes = new byte[nameLength];
for (int index = 0; index < nameLength; index++)
bytes[index] = table.get(at + ENTRY_HEADER_SIZE + index);
String name = new String(bytes, StandardCharsets.ISO_8859_1);
/* (as extract-xiso refuses them: no name may leave the folder) */
if (!name.equals(".") && !name.equals("..") && name.indexOf('/') < 0 && name.indexOf('\\') < 0)
out.add(new Entry(name, table.getInt(at + 4) & 0xFFFFFFFFL, table.getInt(at + 8) & 0xFFFFFFFFL));
}
if (right != 0)
walk(table, right, depth + 1, directories, out, visited);
}
private void extract(File destination, Progress progress) throws IOException {
long[] root = findVolume();
/* the root's maps folder */
ByteBuffer table = readDirectory(root[0], root[1], "The disc image's file system is damaged.");
List<Entry> directories = new ArrayList<>();
walk(table, 0, 0, true, directories, new int[1]);
Entry maps = null;
Entry xbe = null;
for (Entry entry : walkTable(root, false)) {
if (entry.name.equalsIgnoreCase("default.xbe"))
xbe = entry;
}
List<Entry> directories = walkTable(root, true);
for (Entry entry : directories) {
if (entry.name.equalsIgnoreCase("maps")) {
if (entry.name.equalsIgnoreCase("maps"))
maps = entry;
break;
}
}
// (Mjolnir VR: a European disc in two languages, Spanish and Italian,
// has no maps folder but one for each, maps_es and maps_it: the
// device's language's is taken, else English's, else the first, and
// its language written to maps/language.txt, which the game asks the
// Xbox for while game.language is unset: port/linux/src/xbox_xapi.c)
String language = null;
if (maps == null) {
String wanted = Locale.getDefault().getLanguage();
Entry english = null, first = null;
for (Entry entry : walkTable(root, true)) {
String code = mapsLanguage(entry.name);
if (code == null)
continue;
if (code.equals(wanted) && maps == null)
maps = entry;
if (code.equals("en") && english == null)
english = entry;
if (first == null)
first = entry;
}
if (maps == null)
maps = english != null ? english : first;
if (maps != null)
language = mapsLanguage(maps.name);
}
if (maps == null)
throw new ExtractException("The disc image has no maps folder: it is not a Halo disc.");
// its files
byte[] table = readTable(image, partition, maps.sector, maps.size, "The disc image's maps folder is damaged.");
List<Entry> files = walkTable(table, false);
Entry userInterface = null;
boolean hasLoading = false;
for (Entry file : files) {
if (file.name.equalsIgnoreCase("ui.map"))
userInterface = file;
hasLoading |= file.name.equalsIgnoreCase(LOADING_PICTURE);
}
if (userInterface == null)
throw new ExtractException("The disc image's maps folder has no ui.map: it is not a Halo disc.");
// (an image that ends before a file does is refused before anything
// is written; an empty file's sector need not be anywhere)
/* its files */
table = readDirectory(maps.sector, maps.size, "The disc image's maps folder is damaged.");
List<Entry> files = new ArrayList<>();
walk(table, 0, 0, false, files, new int[1]);
long total = 0;
boolean hasUi = false;
for (Entry file : files) {
if (file.size > 0 && partition + file.sector * SECTOR_SIZE + file.size > imageSize)
throw new ExtractException(readFailure(file));
total += file.size;
hasUi |= file.name.equalsIgnoreCase("ui.map");
}
if (!hasUi)
throw new ExtractException("The disc image's maps folder has no ui.map: it is not a Halo disc.");
// the copy, to maps.partial
File partial = new File(destination, PARTIAL_DIRECTORY);
if (partial.isDirectory()) {
File[] leftovers = partial.listFiles();
if (leftovers != null) {
for (File leftover : leftovers)
leftover.delete();
}
} else {
partial.delete();
partial.mkdirs();
}
if (!partial.isDirectory())
throw new ExtractException("Could not create " + partial.getPath() + ".");
ByteBuffer buffer = ByteBuffer.allocate(COPY_CHUNK);
File partial = new File(destination, "maps.partial");
File finished = new File(destination, "maps");
if (!partial.isDirectory() && !partial.mkdirs())
throw new ExtractException("Could not create " + partial + ".");
ByteBuffer buffer = ByteBuffer.allocateDirect(COPY_BUFFER_SIZE);
long done = 0;
for (Entry file : files)
done = copyFile(image, partition, file, new File(partial, file.name), buffer, done, total, progress);
if (!hasLoading && writeLoadingPicture(image, imageSize, partition, xbe, new File(partial, LOADING_PICTURE)))
files.add(new Entry(LOADING_PICTURE, 0, 0));
for (Entry file : files) {
File path = new File(partial, file.name);
long offset = partition + file.sector * SECTOR_SIZE;
long remaining = file.size;
// then into maps, ui.map (the app's sign that the data is there) last
File mapsFolder = new File(destination, "maps");
if (!mapsFolder.isDirectory() && !mapsFolder.mkdirs() && !mapsFolder.isDirectory())
throw new ExtractException("Could not create " + mapsFolder.getPath() + ".");
// (the language of a language's maps folder: before ui.map is there)
File languageFile = new File(mapsFolder, "language.txt");
languageFile.delete();
if (language != null) {
try (FileOutputStream out = new FileOutputStream(languageFile)) {
out.write((language + "\n").getBytes(StandardCharsets.US_ASCII));
try (FileOutputStream out = new FileOutputStream(path)) {
FileChannel output = out.getChannel();
while (remaining > 0) {
buffer.clear();
buffer.limit((int) Math.min(remaining, COPY_BUFFER_SIZE));
readAt(offset, buffer);
int count = buffer.remaining();
while (buffer.hasRemaining())
output.write(buffer);
offset += count;
remaining -= count;
done += count;
progress.report(file.name, done, total);
}
} catch (ExtractException e) {
throw new ExtractException("Could not read " + file.name + " from the disc image (is it complete?).");
} catch (IOException e) {
throw new ExtractException("Could not write " + languageFile.getPath() + " (is the storage full?).");
throw new ExtractException("Could not write " + path + " (is the storage full?).");
}
}
List<Entry> order = new ArrayList<>(files);
order.remove(userInterface);
order.add(userInterface);
for (Entry file : order) {
File target = new File(mapsFolder, file.name);
target.delete();
if (!new File(partial, file.name).renameTo(target))
throw new ExtractException("Could not move " + file.name + " into " + mapsFolder.getPath() + ".");
/* (the maps folder may be there, empty: the app makes it for adb) */
if (!finished.isDirectory() && !finished.mkdirs())
throw new ExtractException("Could not create " + finished + ".");
for (Entry file : files) {
File from = new File(partial, file.name);
File to = new File(finished, file.name);
to.delete();
if (!from.renameTo(to))
throw new ExtractException("Could not move " + file.name + " into " + finished + ".");
}
partial.delete();
}
/** a language's maps folder's language ("maps_it": "it"), else null */
static String mapsLanguage(String name) {
if (name.length() != 7 || !name.regionMatches(true, 0, "maps_", 0, 5))
return null;
String code = name.substring(5).toLowerCase(Locale.ROOT);
return Character.isLetter(code.charAt(0)) && Character.isLetter(code.charAt(1)) ? code : null;
}
/** No path, no . or .., and only printable ASCII that every file system takes as a plain name. */
static boolean isPlainName(String name) {
if (name == null || name.isEmpty() || name.equals(".") || name.equals(".."))
return false;
for (int index = 0; index < name.length(); index++) {
char character = name.charAt(index);
if (character < 0x20 || character > 0x7E || "/\\:*?\"<>|".indexOf(character) >= 0)
return false;
}
return true;
}
/* ---------- the image */
private static long u16(byte[] bytes, int offset) {
return (bytes[offset] & 0xFF) | (bytes[offset + 1] & 0xFF) << 8;
}
private static long u32(byte[] bytes, int offset) {
return u16(bytes, offset) | u16(bytes, offset + 2) << 16;
}
private static boolean hasMagic(byte[] bytes, int offset) {
for (int index = 0; index < MAGIC.length; index++) {
if (bytes[offset + index] != MAGIC[index])
return false;
}
return true;
}
/** Fills buffer from the image at position; false if the image ends first. */
private static boolean readFully(FileChannel image, ByteBuffer buffer, long position) throws IOException {
while (buffer.hasRemaining()) {
int count = image.read(buffer, position);
if (count <= 0)
return false;
position += count;
}
return true;
}
private static byte[] readTable(FileChannel image, long partition, long sector, long size, String damaged)
throws IOException {
if (size == 0 || size > MAXIMUM_TABLE_SIZE)
throw new ExtractException(damaged);
ByteBuffer table = ByteBuffer.allocate((int) size);
if (!readFully(image, table, partition + sector * SECTOR_SIZE))
throw new ExtractException("Could not read the disc image (is it complete?).");
return table.array();
}
/* ---------- directory tables */
private static final class Walk {
final byte[] table;
final boolean directories;
final BitSet visited = new BitSet();
final List<Entry> entries = new ArrayList<>();
int visits;
boolean stopped;
Walk(byte[] table, boolean directories) {
this.table = table;
this.directories = directories;
}
}
/** The folders (or the files) of a table with plain names, in the tree's order. */
private static List<Entry> walkTable(byte[] table, boolean directories) {
Walk walk = new Walk(table, directories);
walkEntry(walk, 0, 0);
return walk.entries;
}
/**
* The subtree whose root entry is at offset: its left subtree, the
* entry, its right subtree. A link to padding, past the table or back to
* an entry already visited ends that branch.
*/
private static void walkEntry(Walk walk, int offset, int depth) {
byte[] table = walk.table;
if (walk.stopped || depth > MAXIMUM_DEPTH)
return;
if (offset >= table.length || table.length - offset < ENTRY_FIXED_SIZE)
return;
int left = (int) u16(table, offset);
int right = (int) u16(table, offset + 2);
if (left == PADDING_LINK || walk.visited.get(offset / 4))
return;
walk.visited.set(offset / 4);
if (walk.visits >= MAXIMUM_VISITS) {
walk.stopped = true;
return;
}
walk.visits++;
if (left != 0)
walkEntry(walk, left * 4, depth + 1);
int nameLength = table[offset + 13] & 0xFF;
if (nameLength != 0 && nameLength <= table.length - offset - ENTRY_FIXED_SIZE)
collect(walk, offset, nameLength);
if (right != 0)
walkEntry(walk, right * 4, depth + 1);
}
private static void collect(Walk walk, int offset, int nameLength) {
byte[] table = walk.table;
boolean directory = (table[offset + 12] & ATTRIBUTE_DIRECTORY) != 0;
if (directory != walk.directories || walk.entries.size() >= MAXIMUM_ENTRIES)
return;
String name = new String(table, offset + ENTRY_FIXED_SIZE, nameLength, StandardCharsets.ISO_8859_1);
if (!isPlainName(name))
return;
// (the destination's file system may ignore case)
for (Entry entry : walk.entries) {
if (entry.name.equalsIgnoreCase(name))
return;
}
walk.entries.add(new Entry(name, u32(table, offset + 4), u32(table, offset + 8)));
}
/* ---------- the loading screen's picture */
/**
* The loading screen's picture out of a default.xbe, as the TGA the game
* reads (uncompressed, 24 bits, rows from the bottom), or null. The
* executable holds it, 320 by 240, as runs of 4-bit greys (a byte each:
* the grey's high four bits in its low nibble, the run's length in its
* high one) after the width and height as u32s: found by those two
* numbers followed by runs that fill the picture exactly (a run of none,
* or one past the picture's end, is not it).
*/
static byte[] loadingPicture(byte[] xbe) {
int pixels = LOADING_WIDTH * LOADING_HEIGHT;
byte[] greys = new byte[pixels];
boolean found = false;
for (int at = 0; at + 8 <= xbe.length && !found; at++) {
if (u32(xbe, at) != LOADING_WIDTH || u32(xbe, at + 4) != LOADING_HEIGHT)
continue;
int pixel = 0;
for (int next = at + 8; next < xbe.length && pixel < pixels; next++) {
int run = (xbe[next] & 0xFF) >> 4;
if (run == 0 || run > pixels - pixel)
break;
Arrays.fill(greys, pixel, pixel + run, (byte) ((xbe[next] & 0x0F) << 4));
pixel += run;
}
found = pixel == pixels;
}
if (!found)
return null;
byte[] tga = new byte[TGA_HEADER_SIZE + pixels * 3];
tga[2] = 2;
tga[12] = (byte) (LOADING_WIDTH & 0xFF);
tga[13] = (byte) (LOADING_WIDTH >> 8);
tga[14] = (byte) (LOADING_HEIGHT & 0xFF);
tga[15] = (byte) (LOADING_HEIGHT >> 8);
tga[16] = 24;
for (int y = 0; y < LOADING_HEIGHT; y++) {
int row = (LOADING_HEIGHT - 1 - y) * LOADING_WIDTH;
for (int x = 0; x < LOADING_WIDTH; x++) {
int out = TGA_HEADER_SIZE + (y * LOADING_WIDTH + x) * 3;
tga[out] = tga[out + 1] = tga[out + 2] = greys[row + x];
}
}
return tga;
}
/**
* Writes default.xbe's picture to output, if it has one; whether it did.
* One that cannot be written whole is removed (the loading screen would
* read past one cut short).
*/
private static boolean writeLoadingPicture(FileChannel image, long imageSize, long partition, Entry xbe,
File output) {
if (xbe == null || xbe.size <= 0 || xbe.size > MAXIMUM_XBE_SIZE
|| partition + xbe.sector * SECTOR_SIZE + xbe.size > imageSize)
return false;
try {
ByteBuffer bytes = ByteBuffer.allocate((int) xbe.size);
if (!readFully(image, bytes, partition + xbe.sector * SECTOR_SIZE))
return false;
byte[] tga = loadingPicture(bytes.array());
if (tga == null)
return false;
try (FileOutputStream stream = new FileOutputStream(output)) {
stream.write(tga);
}
return true;
} catch (IOException | OutOfMemoryError exception) {
output.delete();
return false;
}
}
/* ---------- the copy */
private static String readFailure(Entry file) {
return "Could not read " + file.name + " from the disc image (is it complete?).";
}
/** Copies one file of the image to output; returns the bytes copied of all the files so far. */
private static long copyFile(FileChannel image, long partition, Entry file, File output, ByteBuffer buffer,
long done, long total, Progress progress) throws IOException {
String writeFailure = "Could not write " + output.getPath() + " (is the storage full?).";
long position = partition + file.sector * SECTOR_SIZE;
long remaining = file.size;
FileOutputStream stream = null;
try {
stream = new FileOutputStream(output);
FileChannel channel = stream.getChannel();
while (remaining > 0) {
int count = (int) Math.min(remaining, COPY_CHUNK);
boolean read;
buffer.clear();
buffer.limit(count);
try {
read = readFully(image, buffer, position);
} catch (IOException exception) {
read = false;
}
if (!read)
throw new ExtractException(readFailure(file));
buffer.flip();
while (buffer.hasRemaining()) {
if (channel.write(buffer) <= 0)
throw new ExtractException(writeFailure);
}
position += count;
remaining -= count;
done += count;
if (progress != null)
progress.report(file.name, done, total);
}
FileOutputStream closing = stream;
stream = null;
closing.close();
} catch (ExtractException exception) {
throw exception;
} catch (IOException exception) {
throw new ExtractException(writeFailure);
} finally {
if (stream != null) {
try {
stream.close();
} catch (IOException ignored) {
// (the copy failed already)
}
}
}
return done;
}
}
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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Mjolnir VR</string>
<string name="app_name">Halo</string>
</resources>
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+2 -67
View File
@@ -46,8 +46,6 @@ unsigned int host_memory_watch_generation(unsigned int address, unsigned int siz
unsigned int host_memory_watch_serial(void);
void host_memory_watch_prepare_write(unsigned int address, unsigned int size);
void host_memory_watch_forget(unsigned int address, unsigned int size);
/* memory_watch_begin_frame (port/linux/src/platform.h) */
void host_memory_watch_begin_frame(void);
/* ---------- SDL (guest/runtime/guest_sdl.c)
@@ -75,10 +73,6 @@ void host_sdl_scancode_name(int scancode, char *buffer, unsigned int size);
int host_sdl_scancode_from_name(const char *name);
int host_sdl_show_toast(const char *message, int duration, int gravity, int x, int y);
int host_sdl_show_simple_message_box(unsigned int flags, const char *title, const char *message);
/* SDL_ShowMessageBox of up to three buttons (SDL_MessageBoxData has not the
guest's layout): the index of the one chosen, else -1 */
int host_sdl_show_message_box(unsigned int flags, const char *title, const char *message, int default_index,
const char *button0, const char *button1, const char *button2);
int host_sdl_get_gamepads(unsigned int *ids, int capacity);
unsigned int host_sdl_open_gamepad(unsigned int id);
unsigned int host_sdl_gamepad_from_id(unsigned int id);
@@ -86,16 +80,11 @@ int host_sdl_gamepad_axis(unsigned int gamepad, int axis);
int host_sdl_gamepad_button(unsigned int gamepad, int button);
int host_sdl_gamepad_type(unsigned int gamepad);
int host_sdl_rumble_gamepad(unsigned int gamepad, unsigned int low, unsigned int high, unsigned int milliseconds);
void host_sdl_close_gamepad(unsigned int gamepad);
/* callback: void (*)(void *userdata, unsigned int stream, int additional, int total),
called on the audio thread */
unsigned int host_sdl_open_audio_stream(unsigned int device, const void *spec, unsigned int callback, unsigned int userdata);
int host_sdl_put_audio_stream_data(unsigned int stream, const void *data, int length);
int host_sdl_resume_audio_stream_device(unsigned int stream);
/* (voice chat's microphone, a stream without a callback) */
int host_sdl_get_audio_stream_data(unsigned int stream, void *data, int length);
int host_sdl_get_audio_stream_available(unsigned int stream);
void host_sdl_destroy_audio_stream(unsigned int stream);
/* ---------- OpenGL ES */
@@ -103,9 +92,8 @@ void host_sdl_destroy_audio_stream(unsigned int stream);
void host_gl_get_string(unsigned int name, int index, char *buffer, unsigned int size);
/* nonzero if the context supports the named extension */
int host_gl_has_extension(const char *name);
/* copies size bytes at offset of a GL buffer object into data, waiting for
the GPU's writes to it */
void host_gl_read_buffer(unsigned int buffer, unsigned int offset, unsigned int size, void *data);
/* a 32-bit word of a GL buffer object, waiting for the GPU */
unsigned int host_gl_read_buffer_word(unsigned int buffer, unsigned int offset);
/* unsynchronized write into the buffer bound to target */
void host_gl_buffer_write(unsigned int target, unsigned int offset, unsigned int size, const void *data);
/* persistent, coherent storage for the buffer bound to target (0: the driver
@@ -120,23 +108,6 @@ void host_gl_wait_frame(unsigned int slot);
reads a snapshot once its frame is finished */
void host_gl_counters_snapshot(unsigned int buffer, unsigned int size, unsigned int slot);
int host_gl_counters_read(unsigned int slot, void *out, unsigned int size);
/* the shader programs' worker (port/android/host/host_gl_worker.c), for
port/linux/src/xgpu_program_cache.c: started on the game's thread with its
context current (1: running); a program asked for (its binary tried first,
else its sources compiled; urgent: a draw waits for it), a job's number or
0; hurried along; polled (1 done: *program, its kept binary's size, the
time it took; 0 not yet; -1 failed); its kept binary copied out; the job
forgotten; how many jobs are not done; and a warm-up draw with a program on
the calling thread's context */
int host_gl_worker_start(int warm_up);
unsigned int host_gl_program_request(int urgent, const char *vertex_source, const char *fragment_source,
unsigned int binary_format, const void *binary, unsigned int binary_size, int keep_binary);
void host_gl_program_hurry(unsigned int id);
int host_gl_program_poll(unsigned int id, unsigned int *program, unsigned int *binary_size, unsigned int *microseconds);
unsigned int host_gl_program_binary(unsigned int id, void *buffer, unsigned int size, unsigned int *format);
void host_gl_program_release(unsigned int id);
unsigned int host_gl_worker_waiting(void);
void host_gl_program_warm_up(unsigned int program, int multiview);
/* ---------- OpenXR (port/android/host/host_xr.c; the structures are in
halo_xr_abi.h) */
@@ -164,46 +135,10 @@ into a layer's image, opaque */
int host_xr_copy_layer_array(int layer, unsigned int texture, int array_layer);
/* darkens the eye images from their edges, strength 0..1 (0: off) */
void host_xr_set_vignette(float strength);
/* the refresh rates the headset offers (Hz, at most maximum of them; 0 when
it lets none be chosen), and the one it runs at (0: unknown); and asking
for the highest offered at or below wanted (0: the highest) */
int host_xr_refresh_rates(float *rates, int maximum, float *current);
void host_xr_set_refresh_rate(float wanted);
/* the app's GPU time of a recent frame (ms; 0: the runtime does not tell
it), for vr.graphics "auto" */
float host_xr_gpu_time(void);
/* ---------- Android */
/* the storage directories the port uses, copied into buffer */
void host_android_path(int which, char *buffer, unsigned int size);
/* the edges where Android keeps its gestures, as left, top, right, bottom
in pixels of the current orientation, into insets[4]; all 0 when unknown */
void host_gesture_insets(int *insets);
/* ---------- the on-screen touch controls (host_touch.c) */
/* the overlay's controller: the SDL axes (left x, y, right x, y, left
trigger, right trigger) and the SDL button bits, into state[7] */
void host_touch_read(int *state);
/* the overlay's view swipe, then its gyroscope turn, since the last read,
into delta[4] */
void host_touch_look_read(float *delta);
/* port 0's motors, for the phone's vibration */
void host_touch_rumble(unsigned int low, unsigned int high);
/* tells the overlay when to show: touch_input.c's _touch_scene_* */
void host_touch_scene(int scene);
/* the game control on each of the 16 controller buttons (touch_game.c),
for the overlay's labels */
void host_touch_bindings(const int *controls);
/* ---------- the server browser's master servers (host_https.c) */
/* a GET of an https:// url (port/linux/src/master_list.c): 1 with the
status, the headers ("Name: value" lines) and up to body_capacity bytes of
the body (its size in body_size), else 0 and why in error */
int host_https_get(const char *url, int *status, char *headers, int headers_size, char *body, int body_capacity,
int *body_size, char *error, int error_size);
#endif
@@ -39,8 +39,3 @@ void memory_watch_forget(void *address, unsigned long size)
{
host_memory_watch_forget((unsigned int)address, size);
}
void memory_watch_begin_frame(void)
{
host_memory_watch_begin_frame();
}
-45
View File
@@ -95,31 +95,6 @@ bool SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags flags, const char *title, cons
return host_sdl_show_simple_message_box((unsigned int)flags, title, message) != 0;
}
/* (up to three buttons, their ids those of the guest's) */
bool SDL_ShowMessageBox(const SDL_MessageBoxData *data, int *buttonid)
{
const char *labels[3] = { NULL, NULL, NULL };
int default_index = -1;
int index;
int chosen;
if (!data || data->numbuttons < 1 || data->numbuttons > 3)
return false;
for (index = 0; index < data->numbuttons; index++)
{
labels[index] = data->buttons[index].text;
if (data->buttons[index].flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT)
default_index = index;
}
chosen = host_sdl_show_message_box((unsigned int)data->flags, data->title, data->message, default_index,
labels[0], labels[1], labels[2]);
if (chosen < 0 || chosen >= data->numbuttons)
return false;
if (buttonid)
*buttonid = data->buttons[chosen].buttonID;
return true;
}
void SDL_Delay(Uint32 milliseconds)
{
struct timespec duration;
@@ -241,11 +216,6 @@ bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low, Uint16 high, Uint32 mil
return host_sdl_rumble_gamepad((unsigned int)gamepad, low, high, milliseconds) != 0;
}
void SDL_CloseGamepad(SDL_Gamepad *gamepad)
{
host_sdl_close_gamepad((unsigned int)gamepad);
}
/* ---------- audio */
SDL_AudioStream *SDL_OpenAudioDeviceStream(SDL_AudioDeviceID device, const SDL_AudioSpec *spec,
@@ -264,18 +234,3 @@ bool SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream)
{
return host_sdl_resume_audio_stream_device((unsigned int)stream) != 0;
}
int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *data, int length)
{
return host_sdl_get_audio_stream_data((unsigned int)stream, data, length);
}
int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
{
return host_sdl_get_audio_stream_available((unsigned int)stream);
}
void SDL_DestroyAudioStream(SDL_AudioStream *stream)
{
host_sdl_destroy_audio_stream((unsigned int)stream);
}
-2
View File
@@ -25,7 +25,6 @@ extern void (*__guest_init_end[])(void);
void __guest_start(const struct halo_guest_boot *boot);
void __guest_thread_start(unsigned int thread);
unsigned int __guest_thread_attach(void);
void __guest_thread_detach(void);
void __guest_thread_initialize_main(void);
extern char **__environ;
@@ -42,7 +41,6 @@ const struct halo_guest_header __guest_header =
(uint32_t)__guest_start,
(uint32_t)__guest_thread_start,
(uint32_t)__guest_thread_attach,
(uint32_t)__guest_thread_detach,
(uint32_t)__guest_init_start,
(uint32_t)__guest_init_end,
};
-37
View File
@@ -1,37 +0,0 @@
/*
GUEST_STRING.C
String functions faster than musl's generic C ones, which the guest takes
in their place (tools/android_build.py MUSL_EXCLUDE). The renderer's state
caches compare their keys with memcmp on every draw (the pixel shaders'
keys, the vertex constants, the uniforms), and musl's compares a byte at a
time.
*/
#include <stddef.h>
#include <stdint.h>
#include <string.h>
/* eight bytes at a time while they match (AArch64 loads them unaligned),
then the bytes that differ, or the tail. no_builtin: clang would turn the
loops back into a call to memcmp */
__attribute__((no_builtin)) int memcmp(const void *left, const void *right, size_t size)
{
const unsigned char *l = left, *r = right;
for (; size >= 8; size -= 8, l += 8, r += 8)
{
uint64_t a, b;
__builtin_memcpy(&a, l, 8);
__builtin_memcpy(&b, r, 8);
if (a != b)
break;
}
for (; size; size--, l++, r++)
{
if (*l != *r)
return *l - *r;
}
return 0;
}
-12
View File
@@ -125,18 +125,6 @@ unsigned int __guest_thread_attach(void)
return (unsigned int)thread;
}
/* a host thread that ran guest code (__guest_thread_attach) is ending:
its struct pthread goes */
void __guest_thread_detach(void)
{
struct guest_thread *thread = (struct guest_thread *)host_get_tp();
if (!thread || thread == &main_thread)
return;
host_set_tp(0);
thread_free(thread);
}
int pthread_create(pthread_t *restrict result, const pthread_attr_t *restrict attributes,
void *(*start)(void *), void *restrict argument)
{
+1 -26
View File
@@ -12,7 +12,6 @@ port/android/include/halo_android_abi.h for the guest contract.
#include <stdarg.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include "halo_android_abi.h"
@@ -36,21 +35,8 @@ Xbox window and the image's range at start-up, and hands out pages for
everything else (the guest's malloc arenas, thread stacks, anonymous
mappings) from pools of address space it reserves below 4 GB on demand. */
/* reserves the fixed ranges (the Xbox window and the image's) as early as
the process allows: from JNI_OnLoad, before the Java side of the game's
process allocates much (host_main.c); a failure is reported again by
host_memory_initialize */
void host_memory_reserve_early(void);
/* takes the fixed ranges for the image; returns 0 on success */
/* reserves the fixed ranges; returns 0 on success */
int host_memory_initialize(uint32_t image_base, uint32_t image_size);
/* 1 if the fixed ranges could not be reserved (something else holds them) */
int host_memory_fixed_unavailable(void);
/* lists the mappings below 4 GB in logcat and, if file is not NULL, in it */
void host_memory_report_low_mappings(FILE *file);
/* Makes the write tracking compare page contents instead of catching page
faults (host_watch_hash.h), for when the app cannot receive its own
SIGSEGV (ARM translation). Call before the guest starts. */
void host_memory_watch_use_hashes(void);
/* page-granular allocations below 4 GB; NULL on failure */
void *host_low_map(size_t size, int protection);
void host_low_unmap(void *address, size_t size);
@@ -106,17 +92,6 @@ void *host_resolve_import(const char *name);
/* ---------- SDL / GL (host_sdl.c, host_gl.c) */
void *host_gl_resolve(const char *name);
int host_gl_quiet_trace_markers(void);
/* the shader programs' worker (host_gl_worker.c; the guest's imports) */
int host_gl_worker_start(int warm_up);
uint32_t host_gl_program_request(int urgent, const char *vertex_source, const char *fragment_source,
uint32_t binary_format, const void *binary, uint32_t binary_size, int keep_binary);
void host_gl_program_hurry(uint32_t id);
int host_gl_program_poll(uint32_t id, uint32_t *program, uint32_t *binary_size, uint32_t *microseconds);
uint32_t host_gl_program_binary(uint32_t id, void *buffer, uint32_t size, uint32_t *format);
void host_gl_program_release(uint32_t id);
uint32_t host_gl_worker_waiting(void);
void host_gl_program_warm_up(uint32_t program, int multiview);
/* ---------- VR (host_xr.c) */
+22 -64
View File
@@ -11,52 +11,8 @@ already have host types by then. Only strings need copying back.
#include <EGL/egl.h>
#include <GLES3/gl32.h>
#include <GLES2/gl2ext.h>
#include <dirent.h>
#include <dlfcn.h>
#include <fcntl.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
/* Valve's Mesa (the Steam Frame's Lepton) writes a marker to the kernel's
trace_marker around every flush and context switch, a couple of hundred a
frame, whether or not anything traces. The descriptors it holds open on that
file are pointed at /dev/null instead (not closed: a reused descriptor would
take the markers elsewhere). After astromaddie/HaloCE-VR (CC0). Returns how
many were. */
int host_gl_quiet_trace_markers(void)
{
DIR *directory = opendir("/proc/self/fd");
struct dirent *entry;
int quieted = 0, null_fd;
if (!directory)
return 0;
null_fd = open("/dev/null", O_WRONLY | O_CLOEXEC);
while (null_fd >= 0 && (entry = readdir(directory)) != NULL)
{
char link[64], target[256];
ssize_t length;
int fd = atoi(entry->d_name);
if (entry->d_name[0] < '0' || entry->d_name[0] > '9' || fd == null_fd)
continue;
snprintf(link, sizeof(link), "/proc/self/fd/%d", fd);
length = readlink(link, target, sizeof(target) - 1);
if (length <= 0)
continue;
target[length] = 0;
if (strstr(target, "tracing/trace_marker") && dup3(null_fd, fd, O_CLOEXEC) == fd)
quieted++;
}
if (null_fd >= 0)
close(null_fd);
closedir(directory);
if (quieted)
host_logf(HOST_LOG_INFO, "trace markers: %d descriptors to /dev/null", quieted);
return quieted;
}
void *host_gl_resolve(const char *name)
{
@@ -101,26 +57,25 @@ int host_gl_has_extension(const char *name)
return 0;
}
/* copies size bytes of a buffer object (the snapshots of the visibility
tests' counters, d3d8_gl.c); ES has no glGetBufferSubData, and the mapping
it offers instead is a host pointer. Binds GL_COPY_READ_BUFFER, which the
renderer uses only for its copies, and leaves it unbound. */
void host_gl_read_buffer(uint32_t buffer, uint32_t offset, uint32_t size, void *data)
/* one 32-bit word of a buffer object (the visibility test counters of
d3d8_gl.c); ES has no glGetBufferSubData, and the mapping it offers
instead is a host pointer */
uint32_t host_gl_read_buffer_word(uint32_t buffer, uint32_t offset)
{
uint32_t value = 0;
GLint previous = 0;
const void *mapping;
glBindBuffer(GL_COPY_READ_BUFFER, buffer);
mapping = glMapBufferRange(GL_COPY_READ_BUFFER, offset, size, GL_MAP_READ_BIT);
glGetIntegerv(GL_ATOMIC_COUNTER_BUFFER_BINDING, &previous);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, buffer);
mapping = glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, offset, sizeof(value), GL_MAP_READ_BIT);
if (mapping)
{
memcpy(data, mapping, size);
glUnmapBuffer(GL_COPY_READ_BUFFER);
memcpy(&value, mapping, sizeof(value));
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
}
else
{
memset(data, 0, size);
}
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, (GLuint)previous);
return value;
}
/* The visibility tests' counters (d3d8_gl.c), copied at the end of each
@@ -133,13 +88,14 @@ half-drawn targets out of tile memory, for every lens flare. */
static GLuint counter_snapshots[COUNTER_SNAPSHOTS];
static uint32_t counter_snapshot_sizes[COUNTER_SNAPSHOTS];
/* (the copy bindings are left unbound after: the renderer binds them itself
for each copy. Asking GL what they were would wait for Mesa's GL thread, on
the Frame, to run everything queued) */
void host_gl_counters_snapshot(uint32_t buffer, uint32_t size, uint32_t slot)
{
GLint read_binding = 0, write_binding = 0;
if (slot >= COUNTER_SNAPSHOTS || !buffer || !size)
return;
glGetIntegerv(GL_COPY_READ_BUFFER_BINDING, &read_binding);
glGetIntegerv(GL_COPY_WRITE_BUFFER_BINDING, &write_binding);
if (!counter_snapshots[slot])
glGenBuffers(1, &counter_snapshots[slot]);
glBindBuffer(GL_COPY_WRITE_BUFFER, counter_snapshots[slot]);
@@ -152,17 +108,19 @@ void host_gl_counters_snapshot(uint32_t buffer, uint32_t size, uint32_t slot)
glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_COPY_READ_BUFFER, buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, size);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, (GLuint)read_binding);
glBindBuffer(GL_COPY_WRITE_BUFFER, (GLuint)write_binding);
}
/* copies a snapshot out; its frame must be finished (host_gl_wait_frame) */
int host_gl_counters_read(uint32_t slot, void *out, uint32_t size)
{
GLint write_binding = 0;
const void *mapping;
if (slot >= COUNTER_SNAPSHOTS || !counter_snapshots[slot] || size > counter_snapshot_sizes[slot])
return 0;
glGetIntegerv(GL_COPY_WRITE_BUFFER_BINDING, &write_binding);
glBindBuffer(GL_COPY_WRITE_BUFFER, counter_snapshots[slot]);
mapping = glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, size, GL_MAP_READ_BIT);
if (mapping)
@@ -170,7 +128,7 @@ int host_gl_counters_read(uint32_t slot, void *out, uint32_t size)
memcpy(out, mapping, size);
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
}
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, (GLuint)write_binding);
return mapping != NULL;
}
-671
View File
@@ -1,671 +0,0 @@
/*
HOST_GL_WORKER.C
The shader programs' worker (port/linux/src/xgpu_program_cache.c): a thread
with a GL context of its own, sharing the game's objects, that makes the
programs the game asks for while the game goes on drawing. The drivers
compile a program the first time it is drawn with, 10 to 70 ms each on the
Quest's, and the frame waited for it: in VR a frame shown late, the picture
doubled as the head turns.
- host_gl_worker_start, on the game's thread with its context current:
makes a context that shares the game's (surfaceless, or on a 1x1
pbuffer) and the thread that keeps it current.
- host_gl_program_request: a program of these sources, from their binary
where one is given and the driver takes it, else compiled and linked
(its binary kept for the cache's file). The sources and the binary are
copied: the caller's may go at once. Urgent requests (a draw waits for
them) go before the others (a map's programs made ready as it loads).
- On the worker each program is linked, its samplers set to their units
(as d3d8_gl.c sets them), drawn with once into a small target of its own
(a degenerate triangle: the driver makes the variants it makes at a
first draw now, not in the game's frame; "warm up"), and a fence put
after it all.
- host_gl_program_poll, on the game's thread: done once the fence has
passed (GL's rule for an object made in one context and used in another:
the work finished before the other binds it); then the program is the
game's (a program name is the same in both contexts).
host_gl_program_warm_up draws once with a program on the calling thread's
context instead (debug.shader_warm_up "load": on the game's, as a map
loads), for comparing the two.
*/
#include "host.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl32.h>
#include <GLES2/gl2ext.h>
#include <pthread.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define JOB_BUCKETS 1024
/* the warm-up's target, each way */
#define WARM_UP_SIZE 16
enum
{
JOB_QUEUED,
JOB_WORKING,
JOB_DONE,
JOB_FAILED,
};
struct job
{
struct job *next_in_bucket;
struct job *next_in_queue;
uint32_t id;
int urgent;
char *sources[2];
void *binary;
uint32_t binary_size;
uint32_t binary_format;
int keep_binary;
int state;
/* the results */
GLuint program;
GLsync sync;
int from_binary;
void *kept_binary;
uint32_t kept_size;
uint32_t kept_format;
uint32_t microseconds;
};
/* a context's warm-up target: the eyes' kinds, one layer and two
(multiview), RGBA8 with a depth and stencil buffer */
struct warm_up_targets
{
int made;
/* each kind's framebuffer complete */
int complete[2];
GLuint framebuffers[2];
GLuint textures[4];
GLuint vertex_array;
GLuint counters;
};
static struct
{
int started;
int running;
int warm_up;
EGLDisplay display;
EGLContext context;
EGLSurface surface;
pthread_t thread;
pthread_mutex_t lock;
pthread_cond_t wake;
pthread_cond_t ready;
struct job *buckets[JOB_BUCKETS];
struct job *urgent_first, *urgent_last;
struct job *later_first, *later_last;
uint32_t next_id;
uint32_t waiting;
int failures_logged;
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC framebuffer_texture_multiview;
struct warm_up_targets targets[2];
} worker;
static uint64_t now_us(void)
{
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
return (uint64_t)now.tv_sec * 1000000u + (uint64_t)now.tv_nsec / 1000u;
}
/* ---------- the warm-up draw */
static int targets_make(struct warm_up_targets *targets)
{
GLint major = 0, minor = 0;
int kind;
if (targets->made)
return targets->made > 0;
targets->made = -1;
glGenTextures(4, targets->textures);
glGenFramebuffers(2, targets->framebuffers);
for (kind = 0; kind < 2; kind++)
{
GLenum target = kind ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
glBindTexture(target, targets->textures[kind * 2]);
if (kind)
glTexStorage3D(target, 1, GL_RGBA8, WARM_UP_SIZE, WARM_UP_SIZE, 2);
else
glTexStorage2D(target, 1, GL_RGBA8, WARM_UP_SIZE, WARM_UP_SIZE);
glBindTexture(target, targets->textures[kind * 2 + 1]);
if (kind)
glTexStorage3D(target, 1, GL_DEPTH24_STENCIL8, WARM_UP_SIZE, WARM_UP_SIZE, 2);
else
glTexStorage2D(target, 1, GL_DEPTH24_STENCIL8, WARM_UP_SIZE, WARM_UP_SIZE);
glBindTexture(target, 0);
glBindFramebuffer(GL_FRAMEBUFFER, targets->framebuffers[kind]);
if (kind)
{
if (!worker.framebuffer_texture_multiview)
continue;
worker.framebuffer_texture_multiview(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, targets->textures[2], 0, 0, 2);
worker.framebuffer_texture_multiview(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, targets->textures[3], 0,
0, 2);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targets->textures[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, targets->textures[1], 0);
}
targets->complete[kind] = glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
if (!targets->complete[kind])
host_logf(HOST_LOG_WARN, "gl worker: the %s warm-up target is incomplete; no warm-up there",
kind ? "multiview" : "plain");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenVertexArrays(1, &targets->vertex_array);
/* (the visibility tests' programs count samples into binding 0) */
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major > 3 || (major == 3 && minor >= 1))
{
glGenBuffers(1, &targets->counters);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, targets->counters);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, 64, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
}
targets->made = 1;
return 1;
}
/* one degenerate triangle with the program into the target of its kind,
depth tested and blended as most of the game's draws are; the GL state it
changes is left changed (the worker's context has no other use, and the
game's sets it again: d3d8_host_state_changed) */
static void warm_up_draw(struct warm_up_targets *targets, GLuint program, int multiview)
{
if (!targets_make(targets) || !targets->complete[multiview ? 1 : 0])
return;
glBindFramebuffer(GL_FRAMEBUFFER, targets->framebuffers[multiview ? 1 : 0]);
glViewport(0, 0, WARM_UP_SIZE, WARM_UP_SIZE);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray(targets->vertex_array);
if (targets->counters)
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, targets->counters);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void host_gl_program_warm_up(uint32_t program, int multiview)
{
if (!worker.running || !program)
return;
warm_up_draw(&worker.targets[0], program, multiview);
}
/* ---------- the worker's jobs */
static struct job *job_find(uint32_t id)
{
struct job *job;
for (job = worker.buckets[id % JOB_BUCKETS]; job; job = job->next_in_bucket)
{
if (job->id == id)
return job;
}
return NULL;
}
static void queue_append(struct job *job)
{
struct job **first = job->urgent ? &worker.urgent_first : &worker.later_first;
struct job **last = job->urgent ? &worker.urgent_last : &worker.later_last;
job->next_in_queue = NULL;
if (*last)
(*last)->next_in_queue = job;
else
*first = job;
*last = job;
}
static struct job *queue_take(void)
{
struct job *job = worker.urgent_first;
if (job)
{
worker.urgent_first = job->next_in_queue;
if (!worker.urgent_first)
worker.urgent_last = NULL;
return job;
}
job = worker.later_first;
if (job)
{
worker.later_first = job->next_in_queue;
if (!worker.later_first)
worker.later_last = NULL;
}
return job;
}
static GLuint shader_compile(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
GLint status = 0;
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char log[1024];
log[0] = 0;
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
if (worker.failures_logged++ < 4)
host_logf(HOST_LOG_WARN, "gl worker: a %s shader does not compile: %s",
type == GL_VERTEX_SHADER ? "vertex" : "pixel", log);
glDeleteShader(shader);
return 0;
}
return shader;
}
/* the job's program (outside the lock: only the worker touches a job
being worked on) */
static void job_work(struct job *job)
{
uint64_t start = now_us();
GLuint program = 0;
GLint status = 0;
if (job->binary && job->binary_size)
{
program = glCreateProgram();
glProgramBinary(program, (GLenum)job->binary_format, job->binary, (GLsizei)job->binary_size);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status)
job->from_binary = 1;
else
{
glDeleteProgram(program);
program = 0;
while (glGetError() != GL_NO_ERROR)
{
}
}
}
if (!program && job->sources[0] && job->sources[1])
{
GLuint vertex = shader_compile(GL_VERTEX_SHADER, job->sources[0]);
GLuint fragment = vertex ? shader_compile(GL_FRAGMENT_SHADER, job->sources[1]) : 0;
if (vertex && fragment)
{
program = glCreateProgram();
glProgramParameteri(program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status)
{
char log[1024];
log[0] = 0;
glGetProgramInfoLog(program, sizeof(log), NULL, log);
if (worker.failures_logged++ < 4)
host_logf(HOST_LOG_WARN, "gl worker: a program does not link: %s", log);
glDeleteProgram(program);
program = 0;
}
}
/* (attached, they go with the program) */
if (vertex)
glDeleteShader(vertex);
if (fragment)
glDeleteShader(fragment);
if (program && job->keep_binary)
{
GLint length = 0;
GLsizei written = 0;
GLenum format = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
if (length > 0 && (job->kept_binary = malloc((size_t)length)) != NULL)
{
glGetProgramBinary(program, length, &written, &format, job->kept_binary);
if (written > 0 && written <= length)
{
job->kept_size = (uint32_t)written;
job->kept_format = (uint32_t)format;
}
else
{
free(job->kept_binary);
job->kept_binary = NULL;
}
}
}
}
if (program)
{
int unit;
/* the samplers' units, as d3d8_gl.c's program_get sets them (a
first draw with two kinds of sampler on one unit draws nothing) */
glUseProgram(program);
for (unit = 0; unit < 4; unit++)
{
char name[8];
snprintf(name, sizeof(name), "tex%d", unit);
glUniform1i(glGetUniformLocation(program, name), unit);
}
glUseProgram(0);
if (worker.warm_up)
warm_up_draw(&worker.targets[1], program,
job->sources[0] && strstr(job->sources[0], "GL_OVR_multiview") != NULL);
job->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
glFlush();
job->program = program;
job->microseconds = (uint32_t)(now_us() - start);
}
static void *worker_main(void *unused)
{
(void)unused;
if (!eglMakeCurrent(worker.display, worker.surface, worker.surface, worker.context))
{
host_logf(HOST_LOG_ERROR, "gl worker: its context cannot be made current (0x%x)", eglGetError());
pthread_mutex_lock(&worker.lock);
worker.started = -1;
pthread_cond_broadcast(&worker.ready);
pthread_mutex_unlock(&worker.lock);
return NULL;
}
pthread_mutex_lock(&worker.lock);
worker.started = 1;
pthread_cond_broadcast(&worker.ready);
for (;;)
{
struct job *job;
while ((job = queue_take()) == NULL)
pthread_cond_wait(&worker.wake, &worker.lock);
job->state = JOB_WORKING;
pthread_mutex_unlock(&worker.lock);
job_work(job);
pthread_mutex_lock(&worker.lock);
free(job->binary);
job->binary = NULL;
free(job->sources[0]);
free(job->sources[1]);
job->sources[0] = job->sources[1] = NULL;
job->state = job->program ? JOB_DONE : JOB_FAILED;
worker.waiting--;
}
return NULL;
}
/* ---------- the game's */
int host_gl_worker_start(int warm_up)
{
EGLDisplay display = eglGetCurrentDisplay();
EGLContext shared = eglGetCurrentContext();
EGLint config_id = 0, count = 0, version = 3;
EGLint config_attributes[] = { EGL_CONFIG_ID, 0, EGL_NONE };
EGLint context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
EGLConfig config;
const char *extensions;
int started;
if (worker.running)
return 1;
if (worker.started)
return 0;
worker.warm_up = warm_up;
if (display == EGL_NO_DISPLAY || shared == EGL_NO_CONTEXT)
{
host_logf(HOST_LOG_WARN, "gl worker: no current context to share");
worker.started = -1;
return 0;
}
eglQueryContext(display, shared, EGL_CONFIG_ID, &config_id);
eglQueryContext(display, shared, EGL_CONTEXT_CLIENT_VERSION, &version);
config_attributes[1] = config_id;
if (!eglChooseConfig(display, config_attributes, &config, 1, &count) || count != 1)
{
host_logf(HOST_LOG_WARN, "gl worker: the game's context's configuration is not found");
worker.started = -1;
return 0;
}
context_attributes[1] = version;
extensions = eglQueryString(display, EGL_EXTENSIONS);
worker.surface = EGL_NO_SURFACE;
if (!extensions || !strstr(extensions, "EGL_KHR_surfaceless_context"))
{
/* (a 1x1 pbuffer to be current on, of a configuration that has one) */
EGLint pbuffer_config[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT_KHR, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_NONE };
EGLint pbuffer_size[] = { EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE };
if (!eglChooseConfig(display, pbuffer_config, &config, 1, &count) || count != 1 ||
(worker.surface = eglCreatePbufferSurface(display, config, pbuffer_size)) == EGL_NO_SURFACE)
{
host_logf(HOST_LOG_WARN, "gl worker: neither surfaceless contexts nor a pbuffer");
worker.started = -1;
return 0;
}
}
worker.context = eglCreateContext(display, config, shared, context_attributes);
if (worker.context == EGL_NO_CONTEXT)
{
host_logf(HOST_LOG_WARN, "gl worker: no context sharing the game's (0x%x)", eglGetError());
worker.started = -1;
return 0;
}
worker.display = display;
worker.next_id = 1;
worker.framebuffer_texture_multiview = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress(
"glFramebufferTextureMultiviewOVR");
pthread_mutex_init(&worker.lock, NULL);
pthread_cond_init(&worker.wake, NULL);
pthread_cond_init(&worker.ready, NULL);
if (pthread_create(&worker.thread, NULL, worker_main, NULL) != 0)
{
eglDestroyContext(display, worker.context);
worker.started = -1;
return 0;
}
pthread_mutex_lock(&worker.lock);
while (!worker.started)
pthread_cond_wait(&worker.ready, &worker.lock);
started = worker.started > 0;
pthread_mutex_unlock(&worker.lock);
worker.running = started;
/* (Mesa's trace markers, for the new context's too: host_gl.c) */
if (started)
host_gl_quiet_trace_markers();
host_logf(HOST_LOG_INFO, "gl worker: %s (ES %d, %s%s)", started ? "running" : "failed", (int)version,
worker.surface == EGL_NO_SURFACE ? "surfaceless" : "on a pbuffer", warm_up ? ", programs warmed up" : "");
return started;
}
uint32_t host_gl_program_request(int urgent, const char *vertex_source, const char *fragment_source,
uint32_t binary_format, const void *binary, uint32_t binary_size, int keep_binary)
{
struct job *job;
uint32_t id;
if (!worker.running)
return 0;
job = calloc(1, sizeof(*job));
if (!job)
return 0;
job->urgent = urgent != 0;
job->keep_binary = keep_binary != 0;
job->sources[0] = vertex_source ? strdup(vertex_source) : NULL;
job->sources[1] = fragment_source ? strdup(fragment_source) : NULL;
if (binary && binary_size && (job->binary = malloc(binary_size)) != NULL)
{
memcpy(job->binary, binary, binary_size);
job->binary_size = binary_size;
job->binary_format = binary_format;
}
pthread_mutex_lock(&worker.lock);
id = job->id = worker.next_id++;
if (!worker.next_id)
worker.next_id = 1;
job->state = JOB_QUEUED;
job->next_in_bucket = worker.buckets[id % JOB_BUCKETS];
worker.buckets[id % JOB_BUCKETS] = job;
queue_append(job);
worker.waiting++;
pthread_cond_signal(&worker.wake);
pthread_mutex_unlock(&worker.lock);
return id;
}
/* a queued job a draw now waits for: before the others */
void host_gl_program_hurry(uint32_t id)
{
struct job *job, **link;
if (!worker.running)
return;
pthread_mutex_lock(&worker.lock);
job = job_find(id);
if (job && job->state == JOB_QUEUED && !job->urgent)
{
for (link = &worker.later_first; *link; link = &(*link)->next_in_queue)
{
if (*link == job)
{
struct job *previous = NULL, *walk;
*link = job->next_in_queue;
/* (the last of the later queue found again) */
for (walk = worker.later_first; walk; walk = walk->next_in_queue)
previous = walk;
worker.later_last = previous;
job->urgent = 1;
queue_append(job);
break;
}
}
}
pthread_mutex_unlock(&worker.lock);
}
int host_gl_program_poll(uint32_t id, uint32_t *program, uint32_t *binary_size, uint32_t *microseconds)
{
struct job *job;
int result = 0;
if (!worker.running)
return -1;
pthread_mutex_lock(&worker.lock);
job = job_find(id);
if (!job || job->state == JOB_FAILED)
result = -1;
else if (job->state == JOB_DONE)
{
/* (the fence passed: everything the worker did with the program is
done, and this context may use it) */
if (job->sync)
{
GLenum waited = glClientWaitSync(job->sync, 0, 0);
if (waited == GL_ALREADY_SIGNALED || waited == GL_CONDITION_SATISFIED || waited == GL_WAIT_FAILED)
{
glDeleteSync(job->sync);
job->sync = NULL;
}
}
if (!job->sync)
{
*program = job->program;
*binary_size = job->kept_size;
*microseconds = job->microseconds;
result = 1;
}
}
pthread_mutex_unlock(&worker.lock);
return result;
}
uint32_t host_gl_program_binary(uint32_t id, void *buffer, uint32_t size, uint32_t *format)
{
struct job *job;
uint32_t copied = 0;
if (!worker.running)
return 0;
pthread_mutex_lock(&worker.lock);
job = job_find(id);
if (job && job->state == JOB_DONE && job->kept_binary && size >= job->kept_size)
{
memcpy(buffer, job->kept_binary, job->kept_size);
*format = job->kept_format;
copied = job->kept_size;
}
pthread_mutex_unlock(&worker.lock);
return copied;
}
/* forgets a job (its program stays: the game's); a job still queued or
being worked on is let go when it is done */
void host_gl_program_release(uint32_t id)
{
struct job *job, **link;
if (!worker.running)
return;
pthread_mutex_lock(&worker.lock);
for (link = &worker.buckets[id % JOB_BUCKETS]; (job = *link) != NULL; link = &job->next_in_bucket)
{
if (job->id != id)
continue;
if (job->state == JOB_QUEUED || job->state == JOB_WORKING)
break;
*link = job->next_in_bucket;
if (job->sync)
glDeleteSync(job->sync);
free(job->kept_binary);
free(job);
break;
}
pthread_mutex_unlock(&worker.lock);
}
uint32_t host_gl_worker_waiting(void)
{
uint32_t waiting;
if (!worker.running)
return 0;
pthread_mutex_lock(&worker.lock);
waiting = worker.waiting;
pthread_mutex_unlock(&worker.lock);
return waiting;
}
-35
View File
@@ -1,35 +0,0 @@
/*
HOST_HTTPS.C
The server browser's requests to the master servers (host_https_get,
port/android/guest/runtime/guest_host.h; port/linux/src/master_list.c), made
in the host with the desktop's HTTPS client (port/linux/src/posix_update.c's
update_https_request, Mbed TLS, the system's certificate authorities): the
guest has no TLS of its own, and its memory is the host's to read and write.
*/
#include "host.h"
#include "../../linux/src/update.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
int host_https_get(const char *url, int *status, char *headers, int headers_size, char *body, int body_capacity,
int *body_size, char *error, int error_size)
{
struct update_response response;
*status = 0;
*body_size = 0;
if (!update_https_request("GET", url, NULL, NULL, 0, (unsigned long)body_capacity, &response, error, error_size))
return 0;
*status = response.status;
snprintf(headers, (size_t)headers_size, "%s", response.headers);
if (response.body_size > (unsigned long)body_capacity)
response.body_size = (unsigned long)body_capacity;
memcpy(body, response.body, response.body_size);
*body_size = (int)response.body_size;
free(response.body);
return 1;
}
+35 -138
View File
@@ -25,14 +25,12 @@ that runs here.
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <android/log.h>
#include <jni.h>
#include <errno.h>
#include <ftw.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/system_properties.h>
#include <sys/mman.h>
#include <sys/stat.h>
#include <time.h>
@@ -65,7 +63,7 @@ void host_fatal(const char *format, ...)
vsnprintf(message, sizeof(message), format, arguments);
va_end(arguments);
__android_log_write(ANDROID_LOG_FATAL, "halo", message);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Mjolnir VR", message, NULL);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Halo", message, NULL);
_exit(1);
}
@@ -93,7 +91,7 @@ int host_errno(void)
static char data_root[512];
static char save_root[512];
/* where a device that empties the app's folders keeps the game's data */
#define SHARED_DATA_ROOT "/home/steamos/Documents/RingfallMjolnirVR"
#define SHARED_DATA_ROOT "/home/steamos/Documents/HaloCE"
void host_android_path(int which, char *buffer, uint32_t size)
{
@@ -139,52 +137,6 @@ struct environment
int count;
};
/* asks the activity for Android's system gesture insets via JNI
(HaloActivity.getSystemGestureInsetsPixels); the guest calls it at every
finger down because the insets change when the phone rotates; the method is
found on the activity's own class because the game's native thread has the
system's class loader, which does not know the app's classes; a change is
logged so the log shows the value the game works with; all 0 on any failure
(the touch controls then use the whole screen) */
void host_gesture_insets(int *insets)
{
static int logged[4] = { -1, -1, -1, -1 };
JNIEnv *env = (JNIEnv *)SDL_GetAndroidJNIEnv();
jobject activity = (jobject)SDL_GetAndroidActivity();
jint values[4] = { 0, 0, 0, 0 };
int index;
if (env && activity)
{
jclass activity_class = (*env)->GetObjectClass(env, activity);
jmethodID method = activity_class ? (*env)->GetMethodID(env, activity_class, "getSystemGestureInsetsPixels", "()[I") : NULL;
jintArray array = method ? (jintArray)(*env)->CallObjectMethod(env, activity, method) : NULL;
if (array && !(*env)->ExceptionCheck(env) && (*env)->GetArrayLength(env, array) == 4)
(*env)->GetIntArrayRegion(env, array, 0, 4, values);
/* a Java exception left pending would break the next JNI call of the
thread, and a failed read must leave zeros */
if ((*env)->ExceptionCheck(env))
{
(*env)->ExceptionClear(env);
for (index = 0; index < 4; index++)
values[index] = 0;
}
if (array)
(*env)->DeleteLocalRef(env, array);
if (activity_class)
(*env)->DeleteLocalRef(env, activity_class);
(*env)->DeleteLocalRef(env, activity);
}
for (index = 0; index < 4; index++)
insets[index] = (int)values[index];
if (memcmp(logged, insets, sizeof(logged)))
{
memcpy(logged, insets, sizeof(logged));
host_logf(HOST_LOG_INFO, "system gesture insets %d,%d,%d,%d", insets[0], insets[1], insets[2], insets[3]);
}
}
static void environment_set(struct environment *environment, const char *name, const char *value)
{
size_t length = strlen(name);
@@ -253,35 +205,22 @@ static double config_number(const char *path, const char *key, double fallback)
return value;
}
/* a boolean setting of config.toml (a dotted name), or otherwise when the
file, the setting or a boolean is missing */
static int config_boolean_or(const char *path, const char *name, int otherwise)
/* a string from config.toml into text (size bytes), or "" when it is not
set */
static void config_text(const char *path, const char *key, char *text, size_t size)
{
toml_result_t result = toml_parse_file_ex(path);
int value = otherwise;
text[0] = 0;
if (!result.ok)
return otherwise;
return;
{
toml_datum_t datum = toml_seek(result.toptab, name);
toml_datum_t datum = toml_seek(result.toptab, key);
if (datum.type == TOML_BOOLEAN)
value = datum.u.boolean ? 1 : 0;
if (datum.type == TOML_STRING && datum.u.s)
snprintf(text, size, "%s", datum.u.s);
}
toml_free(result);
return value;
}
/* Whether the app runs through an ARM translator. The x86 emulator runs the
app's ARM code through one, which ro.dalvik.vm.native.bridge names; it
cannot deliver the page faults of the write tracking to the app
(host_memory.c). */
static int native_bridge_active(void)
{
char value[PROP_VALUE_MAX] = "";
__system_property_get("ro.dalvik.vm.native.bridge", value);
return value[0] && strcmp(value, "0") != 0;
}
/* POSIX TZ for the current local offset (the guest's musl has no zone
@@ -336,11 +275,6 @@ static uint32_t make_boot(const struct environment *environment)
#define MAIN_STACK_SIZE (16 * 1024 * 1024)
/* the thread that runs the game: passes the display and its density, the
time zone and the data and save folders to the guest through its
environment, chooses the write tracking (page protection, or page hashes when
translated or when debug.memory_watch is false), and runs the guest's main;
never returns normally */
static void *game_main(void *unused)
{
struct environment environment = { { 0 }, 0 };
@@ -357,9 +291,9 @@ static void *game_main(void *unused)
host_fatal("Android storage is unavailable: %s", SDL_GetError());
/* the Steam Frame: Lepton empties the app's own folders whenever it
starts again; the game's data lives in the SteamOS user's Documents
instead, whenever they can be written (port/android/STEAM_FRAME.md; the
same choice as LauncherActivity's, which makes the folder) */
if (access(SHARED_DATA_ROOT, W_OK) == 0)
instead, when it is there (port/android/STEAM_FRAME.md; the same choice
as LauncherActivity's) */
if (directory_has_maps(SHARED_DATA_ROOT) && access(SHARED_DATA_ROOT, W_OK) == 0)
external = SHARED_DATA_ROOT;
snprintf(data_root, sizeof(data_root), "%s", external);
snprintf(save_root, sizeof(save_root), "%s/save", external);
@@ -376,7 +310,7 @@ static void *game_main(void *unused)
}
if (!directory_has_maps(data_root))
{
host_fatal("The game data was not found.\n\nCopy the PAL game data (build 01.01.14.2342), "
host_fatal("The Halo game data was not found.\n\nCopy the PAL game data (build 01.01.14.2342), "
"the folder that contains maps, into\n%s\nor import it from the launcher screen.", data_root);
}
@@ -403,21 +337,7 @@ static void *game_main(void *unused)
if (!image)
host_fatal("cannot read the game image from the APK: %s", SDL_GetError());
if (host_load_image(image, image_size) != 0)
{
FILE *report;
if (!host_memory_fixed_unavailable())
host_fatal("cannot load the game image; see logcat (tag \"halo\") for details");
snprintf(path, sizeof(path), "%s/memory_map.txt", data_root);
report = fopen(path, "w");
host_memory_report_low_mappings(report);
if (report)
fclose(report);
host_fatal("The game cannot start: the memory it needs at 0x80000000 is taken by Android's "
"Java runtime on this device.\n\nRestarting the device may help. Please report it with "
"memory_map.txt from\n%s\n(or adb logcat -s halo).", data_root);
}
host_fatal("cannot load the game image; see logcat (tag \"halo\") for details");
SDL_free(image);
/* after the image, whose loading reserves the guest's fixed address
@@ -444,9 +364,25 @@ static void *game_main(void *unused)
if (deferred >= 0.0)
setenv("HALO_XR_DEFERRED", deferred != 0.0 ? "1" : "0", 1);
}
/* (vr.log_performance: the compositor's counters too, host_xr.c) */
if (config_boolean_or(path, "vr.log_performance", 0))
setenv("HALO_XR_LOG_PERFORMANCE", "1", 1);
{
/* (debug.gl_environment: "NAME=value ..." for the GL driver, set
before it starts: the Steam Frame's Mesa (zink on Turnip) reads
ZINK_DEBUG, TU_DEBUG, MESA_SHADER_CACHE_DISABLE and the like) */
char text[512];
char *item, *rest = NULL;
config_text(path, "debug.gl_environment", text, sizeof(text));
for (item = strtok_r(text, " ;", &rest); item; item = strtok_r(NULL, " ;", &rest))
{
char *equals = strchr(item, '=');
if (!equals || equals == item)
continue;
*equals = 0;
setenv(item, equals + 1, 1);
host_logf(HOST_LOG_INFO, "GL driver environment: %s=%s (debug.gl_environment)", item, equals + 1);
}
}
{
int eye_width, eye_height;
@@ -471,7 +407,6 @@ static void *game_main(void *unused)
(landscape) unless display.screen_width says otherwise (d3d8_gl.c) */
const SDL_DisplayMode *mode;
char width[16];
char text_density[16];
SDL_InitSubSystem(SDL_INIT_VIDEO);
mode = SDL_GetDesktopDisplayMode(SDL_GetPrimaryDisplay());
@@ -484,18 +419,6 @@ static void *game_main(void *unused)
environment_set(&environment, "HALO_DISPLAY_WIDTH", width);
host_logf(HOST_LOG_INFO, "display %dx%d: rendering %sx480", mode->w, mode->h, width);
}
{
/* dp for the touch controls (port/linux/src/touch_input.c): SDL
gives Android's densityDpi / 160 */
float density = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
if (density > 0.0f)
{
snprintf(text_density, sizeof(text_density), "%g", density);
environment_set(&environment, "HALO_DISPLAY_DENSITY", text_density);
host_logf(HOST_LOG_INFO, "display density %s", text_density);
}
}
}
}
@@ -505,42 +428,16 @@ static void *game_main(void *unused)
if (config_sample_seconds(path, seconds, sizeof(seconds)))
host_debug_start_sampler(seconds);
}
if (native_bridge_active())
{
host_memory_watch_use_hashes();
host_logf(HOST_LOG_INFO, "write tracking: page hashes (ARM translation)");
}
else if (!config_boolean_or(path, "debug.memory_watch", 1))
{
host_memory_watch_use_hashes();
host_logf(HOST_LOG_INFO, "write tracking: page hashes (debug.memory_watch = false)");
}
else
{
host_logf(HOST_LOG_INFO, "write tracking: page protection");
}
boot = make_boot(&environment);
host_logf(HOST_LOG_INFO, "data %s, saves %s", data_root, save_root);
host_run_guest_main(boot);
}
/* Called when HaloApplication loads this library at the start of the
game's own process (":game"), before its Java side has allocated anything
large: ART's large object space, which on some devices covers the Xbox
window, is then idle there and can be reclaimed (host_memory.c). */
JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM *vm, void *reserved)
{
(void)vm;
(void)reserved;
host_memory_reserve_early();
return JNI_VERSION_1_6;
}
int main(int argc, char *argv[])
{
(void)argc;
(void)argv;
host_logf(HOST_LOG_INFO, "Mjolnir VR starting");
host_logf(HOST_LOG_INFO, "Halo for Android starting");
host_install_signal_handlers();
if (host_native_thread_create(game_main, NULL, MAIN_STACK_SIZE) != 0)
host_fatal("cannot start the game thread");
+58 -474
View File
@@ -17,25 +17,18 @@ This file also implements guest memory write tracking (the interface of
port/linux/src/memory_watch.c): the renderer write-protects the pages behind
the textures it caches, and the SIGSEGV handler here records the first
write to each. Other faults are reported (with guest-relative addresses) and
passed on to the previous handler. Under ARM translation (the x86 emulator)
page faults cannot be caught, and the tracking compares page contents
instead (host_watch_hash.c).
passed on to the previous handler.
*/
#include "host.h"
#include "host_watch_hash.h"
#include <errno.h>
#include <fcntl.h>
#include <pthread.h>
#include <signal.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/mman.h>
#include <sys/prctl.h>
#include <sys/system_properties.h>
#include <ucontext.h>
#include <unistd.h>
@@ -108,264 +101,58 @@ static uint64_t find_gap(uint64_t size, uint64_t minimum)
return result;
}
/* ART reserves its spaces at addresses chosen at zygote start, and on some
devices one of them covers the fixed Xbox memory window. ART's heap
(dalvik.vm.heapsize) decides how much of the low 4 GB its spaces take: on
handhelds with a large heap (the Retroid Pocket Flip2, the AYN Thor) the
free-list large object space usually lands right above the boot image, over
0x80000000.
That space commits pages lazily from its bottom, and the game's process
(HaloActivity runs in a process of its own, ":game", and reserves the
window from JNI_OnLoad before its Java side has done anything:
host_memory_reserve_early) hardly allocates large objects, so the slice
over the window is normally idle address space: unmap exactly the
intersection (never more) and let the caller retry. Only that space, and
only a slice with no page in use (present or swapped out): ART's other
spaces (its heap, bitmaps and card tables) are live, and unmapping them
would corrupt it where failing to start is at least clear. */
/* ART reserves its spaces (notably the free-list large object space) at
addresses chosen at zygote start; on some devices (for example the Retroid
Pocket Flip2, kernel 4.19) that reservation covers the fixed Xbox memory
window. That space commits pages lazily from its bottom, and the Java side
of this app hardly allocates large objects, so the slice over the window is
normally idle address space: unmap exactly the intersection (never more)
and let the caller retry. Only that space, and only a slice with no page in
use (present or swapped out, from /proc/self/pagemap): ART's other spaces
(its heap, bitmaps and card tables) are live, and unmapping them would
corrupt it where failing to start is at least clear. */
#define ART_LARGE_OBJECT_SPACE "[anon:dalvik-free list large object space]"
/* what range_usage found */
enum
/* whether no page from..to (page aligned) is present or swapped out; 0 if
it cannot tell */
static int range_unused(uint64_t from, uint64_t to)
{
RANGE_UNUSED,
RANGE_IN_USE,
RANGE_UNKNOWN
};
/* why the fixed ranges could not be had: each reason also goes to the
log, and the report (host_memory_report_low_mappings) starts with them, so
memory_map.txt alone tells which case it was */
static char findings[2048];
static void finding(int priority, const char *format, ...)
{
char line[512];
size_t used = strlen(findings);
va_list arguments;
va_start(arguments, format);
vsnprintf(line, sizeof(line), format, arguments);
va_end(arguments);
host_logf(priority, "%s", line);
if (used + strlen(line) + 2 < sizeof(findings))
snprintf(findings + used, sizeof(findings) - used, "%s\n", line);
}
struct range_usage
{
uint64_t pages_in_use;
uint64_t lowest_in_use, highest_in_use;
const char *method;
};
static void note_in_use(struct range_usage *usage, uint64_t address)
{
if (!usage->pages_in_use++)
usage->lowest_in_use = address;
usage->highest_in_use = address;
}
/* debug.halo.art_overlap's -nopagemap (simulate_art_overlap) */
static int simulated_no_pagemap;
/* from /proc/self/pagemap: bit 63 present, bit 62 swapped out */
static int range_usage_pagemap(uint64_t from, uint64_t to, struct range_usage *usage)
{
int descriptor = simulated_no_pagemap ? -1 : open("/proc/self/pagemap", O_RDONLY | O_CLOEXEC);
FILE *pagemap = fopen("/proc/self/pagemap", "rb");
uint64_t entries[512];
uint64_t page = from / PAGE;
int unused = 1;
if (simulated_no_pagemap)
errno = EACCES;
if (descriptor < 0)
{
finding(HOST_LOG_WARN, "cannot read /proc/self/pagemap (%s)", strerror(errno));
return RANGE_UNKNOWN;
}
usage->method = "pagemap";
while (page < to / PAGE)
if (!pagemap)
return 0;
if (fseeko(pagemap, (off_t)(page * sizeof(uint64_t)), SEEK_SET) != 0)
unused = 0;
while (unused && page < to / PAGE)
{
size_t wanted = (size_t)(to / PAGE - page);
ssize_t bytes;
size_t count, index;
size_t count;
size_t index;
if (wanted > sizeof(entries) / sizeof(entries[0]))
wanted = sizeof(entries) / sizeof(entries[0]);
bytes = pread(descriptor, entries, wanted * sizeof(entries[0]), (off_t)(page * sizeof(entries[0])));
if (bytes <= 0 || bytes % sizeof(entries[0]))
count = fread(entries, sizeof(entries[0]), wanted, pagemap);
if (count != wanted)
{
finding(HOST_LOG_WARN, "cannot read /proc/self/pagemap at %08llx (%s)",
(unsigned long long)(page * PAGE), bytes < 0 ? strerror(errno) : "short read");
close(descriptor);
return RANGE_UNKNOWN;
unused = 0;
break;
}
count = (size_t)bytes / sizeof(entries[0]);
/* (bit 63 present, bit 62 swapped) */
for (index = 0; index < count; index++)
{
if (entries[index] & (3ULL << 62))
note_in_use(usage, (page + index) * PAGE);
{
unused = 0;
break;
}
}
page += count;
}
close(descriptor);
return usage->pages_in_use ? RANGE_IN_USE : RANGE_UNUSED;
}
/* the Swap: line of the /proc/self/smaps entry starting at start, in kB; -1
if it cannot be read (or no entry starts there); with end, the entry must
also end there. dont_dump, if not NULL, tells whether its VmFlags have dd
(MADV_DONTDUMP). */
static long mapping_swap_kb_ending(uint64_t start, uint64_t end, int *dont_dump)
{
FILE *smaps = fopen("/proc/self/smaps", "r");
char line[512];
int inside = 0;
long result = -1;
if (dont_dump)
*dont_dump = 0;
if (!smaps)
return -1;
while (fgets(line, sizeof(line), smaps))
{
unsigned long long lo, hi;
long kb;
if (sscanf(line, "%llx-%llx ", &lo, &hi) == 2 && strchr(line, '-') < strchr(line, ' '))
{
if (inside)
break;
inside = lo == start && (!end || hi == end);
continue;
}
if (!inside)
continue;
if (sscanf(line, "Swap: %ld kB", &kb) == 1)
result = kb;
else if (dont_dump && !strncmp(line, "VmFlags:", 8))
*dont_dump = strstr(line, " dd") != NULL;
}
fclose(smaps);
return result;
}
static long mapping_swap_kb(uint64_t start)
{
return mapping_swap_kb_ending(start, 0, NULL);
}
/* whether any of from..to (in the mapping starting at mapping_start) is
swapped out, when that mapping has swap somewhere: smaps counts swap per
mapping, so the range is made a mapping of its own for a moment
(MADV_DONTDUMP splits it off and changes nothing about its pages: neither
ART nor the game ever dumps core), read, and merged back (MADV_DODUMP). Not
for a mapping already marked so (the restore would then change it). -1 if
that cannot be done */
static long range_swap_kb(uint64_t mapping_start, uint64_t from, uint64_t to)
{
int dont_dump;
long kb;
if (mapping_swap_kb_ending(mapping_start, 0, &dont_dump) < 0)
{
finding(HOST_LOG_WARN, "cannot read the smaps entry of ART's large object space at %08llx",
(unsigned long long)mapping_start);
return -1;
}
if (dont_dump)
{
finding(HOST_LOG_WARN, "ART's large object space at %08llx is marked not to be dumped; "
"the swap of %08llx-%08llx cannot be read on its own", (unsigned long long)mapping_start,
(unsigned long long)from, (unsigned long long)to);
return -1;
}
if (madvise((void *)from, (size_t)(to - from), MADV_DONTDUMP) != 0)
{
finding(HOST_LOG_WARN, "cannot split %08llx-%08llx off ART's large object space (%s)",
(unsigned long long)from, (unsigned long long)to, strerror(errno));
return -1;
}
kb = mapping_swap_kb_ending(from, to, NULL);
madvise((void *)from, (size_t)(to - from), MADV_DODUMP);
if (kb < 0)
finding(HOST_LOG_WARN, "no smaps entry for %08llx-%08llx once split off", (unsigned long long)from,
(unsigned long long)to);
return kb;
}
/* without pagemap (some kernels or policies refuse it): mincore() tells
which pages are resident, and smaps whether any of the range is swapped
out, which mincore cannot see */
static int range_usage_mincore(uint64_t mapping_start, uint64_t from, uint64_t to, struct range_usage *usage)
{
unsigned char residency[4096];
uint64_t address = from;
long swapped = mapping_swap_kb(mapping_start);
usage->method = "mincore";
if (swapped < 0)
{
finding(HOST_LOG_WARN, "cannot read the smaps entry of ART's large object space at %08llx",
(unsigned long long)mapping_start);
return RANGE_UNKNOWN;
}
if (swapped > 0)
{
/* (swap somewhere in the space: only the range's own matters) */
long range_swapped = range_swap_kb(mapping_start, from, to);
if (range_swapped < 0)
return RANGE_UNKNOWN;
if (range_swapped > 0)
{
/* (objects there, swapped out: which pages smaps does not say) */
usage->method = "the range's swap in smaps";
usage->pages_in_use = (uint64_t)range_swapped * 1024 / PAGE;
usage->lowest_in_use = from;
usage->highest_in_use = to - PAGE;
return RANGE_IN_USE;
}
finding(HOST_LOG_INFO, "ART's large object space at %08llx: %ld kB of it swapped out, none of %08llx-%08llx",
(unsigned long long)mapping_start, swapped, (unsigned long long)from, (unsigned long long)to);
}
while (address < to)
{
uint64_t length = to - address;
size_t index;
if (length > sizeof(residency) * PAGE)
length = sizeof(residency) * PAGE;
if (mincore((void *)address, length, residency) != 0)
{
finding(HOST_LOG_WARN, "mincore at %08llx failed (%s)", (unsigned long long)address, strerror(errno));
return RANGE_UNKNOWN;
}
for (index = 0; index < length / PAGE; index++)
{
if (residency[index] & 1)
note_in_use(usage, address + index * PAGE);
}
address += length;
}
return usage->pages_in_use ? RANGE_IN_USE : RANGE_UNUSED;
}
/* whether any page from..to (page aligned) of the mapping starting at
mapping_start holds data */
static int range_usage(uint64_t mapping_start, uint64_t from, uint64_t to, struct range_usage *usage)
{
int result;
memset(usage, 0, sizeof(*usage));
result = range_usage_pagemap(from, to, usage);
if (result == RANGE_UNKNOWN)
{
memset(usage, 0, sizeof(*usage));
result = range_usage_mincore(mapping_start, from, to, usage);
}
return result;
fclose(pagemap);
return unused;
}
static int reclaim_art_overlap(uint64_t address, uint64_t size)
@@ -380,7 +167,6 @@ static int reclaim_art_overlap(uint64_t address, uint64_t size)
{
unsigned long long lo, hi;
uint64_t from, to;
struct range_usage usage;
char *name;
int name_offset = 0;
@@ -394,31 +180,21 @@ static int reclaim_art_overlap(uint64_t address, uint64_t size)
to = hi < address + size ? hi : address + size;
if (strcmp(name, ART_LARGE_OBJECT_SPACE))
{
finding(HOST_LOG_ERROR, "a fixed guest range is overlapped by %08llx-%08llx (%s), which is not ART's large object space; left alone",
host_logf(HOST_LOG_ERROR, "a fixed guest range is overlapped by %08llx-%08llx (%s), which is not ART's large object space; left alone",
lo, hi, name[0] ? name : "unnamed");
continue;
}
switch (range_usage(lo, from, to, &usage))
if (!range_unused(from, to))
{
case RANGE_IN_USE:
finding(HOST_LOG_ERROR,
"ART's large object space %08llx-%08llx holds objects over %08llx-%08llx "
"(%llu pages in use, %08llx-%08llx, by %s); left alone",
lo, hi, (unsigned long long)from, (unsigned long long)to,
(unsigned long long)usage.pages_in_use, (unsigned long long)usage.lowest_in_use,
(unsigned long long)usage.highest_in_use + PAGE, usage.method);
continue;
case RANGE_UNKNOWN:
finding(HOST_LOG_ERROR,
"ART's large object space %08llx-%08llx covers %08llx-%08llx, and whether that part is in use "
"cannot be told; left alone", lo, hi, (unsigned long long)from, (unsigned long long)to);
host_logf(HOST_LOG_ERROR, "ART's large object space over %08llx-%08llx is in use (or its pages cannot be read); left alone",
(unsigned long long)from, (unsigned long long)to);
continue;
}
if (munmap((void *)from, to - from) == 0)
{
host_logf(HOST_LOG_INFO,
"reclaimed idle ART range %08llx-%08llx of %08llx-%08llx (%s, checked by %s)",
(unsigned long long)from, (unsigned long long)to, lo, hi, name, usage.method);
"reclaimed idle ART range %08llx-%08llx (%s)",
(unsigned long long)from, (unsigned long long)to, name);
reclaimed = 1;
}
}
@@ -438,10 +214,8 @@ static int reserve(uint64_t address, uint64_t size, int reclaim_art)
return 0;
if (result != MAP_FAILED)
{
/* (a kernel older than 4.17 takes MAP_FIXED_NOREPLACE as a hint,
and maps elsewhere when something is in the way) */
munmap(result, size);
errno = EEXIST;
return -1;
}
if (reclaim_art && errno == EEXIST)
{
@@ -459,47 +233,11 @@ static int reserve(uint64_t address, uint64_t size, int reclaim_art)
if (result == (void *)address)
return 0;
if (result != MAP_FAILED)
{
munmap(result, size);
errno = EEXIST;
}
}
return -1;
}
/* the mappings below 4 GB, for a report of why the fixed ranges could not
be had (logcat, and memory_map.txt in the data folder: host_main.c) */
void host_memory_report_low_mappings(FILE *file)
{
FILE *maps = fopen("/proc/self/maps", "r");
char line[512];
char model[PROP_VALUE_MAX] = "", heap[PROP_VALUE_MAX] = "", release[PROP_VALUE_MAX] = "";
__system_property_get("ro.product.model", model);
__system_property_get("dalvik.vm.heapsize", heap);
__system_property_get("ro.build.version.release", release);
if (file)
{
fprintf(file, "device: %s, Android %s, Java heap %s\n", model[0] ? model : "unknown",
release[0] ? release : "unknown", heap[0] ? heap : "unknown");
fprintf(file, "why:\n%s\nmappings below 4 GB:\n", findings[0] ? findings : "(no reason recorded)\n");
}
if (!maps)
return;
while (fgets(line, sizeof(line), maps))
{
unsigned long long lo, hi;
if (sscanf(line, "%llx-%llx", &lo, &hi) != 2 || lo >= LOW_LIMIT)
continue;
line[strcspn(line, "\n")] = '\0';
host_logf(HOST_LOG_INFO, "low mapping: %s", line);
if (file)
fprintf(file, "%s\n", line);
}
fclose(maps);
}
static struct pool *pool_new(void)
{
/* above the image first: ART allocates its own low-4 GB memory from
@@ -536,122 +274,24 @@ static struct pool *pool_new(void)
return NULL;
}
/* The fixed ranges: the Xbox window and, right above it, room for the guest
image (HALO_GUEST_IMAGE_RESERVE), reserved as early as the process allows
(host_memory_reserve_early, from JNI_OnLoad) or else when the image loads. */
static int fixed_reserved;
static int fixed_error;
/* when: the attempt, as the report names it (the reasons below it are
those of that attempt) */
static int reserve_fixed(const char *when)
{
size_t used = strlen(findings);
if (fixed_reserved)
return 0;
snprintf(findings + used, sizeof(findings) - used, "%s:\n", when);
if (reserve(HALO_GUEST_WINDOW_BASE, HALO_GUEST_WINDOW_SIZE, 1) != 0)
{
fixed_error = errno;
finding(HOST_LOG_ERROR, "cannot reserve the Xbox memory window at %08llx (%s)",
(unsigned long long)HALO_GUEST_WINDOW_BASE, strerror(errno));
return -1;
}
if (reserve(HALO_GUEST_IMAGE_BASE, HALO_GUEST_IMAGE_RESERVE, 1) != 0)
{
fixed_error = errno;
finding(HOST_LOG_ERROR, "cannot reserve the guest image range at %08llx (%s)",
(unsigned long long)HALO_GUEST_IMAGE_BASE, strerror(errno));
munmap((void *)(uintptr_t)HALO_GUEST_WINDOW_BASE, HALO_GUEST_WINDOW_SIZE);
return -1;
}
fixed_reserved = 1;
return 0;
}
int host_memory_fixed_unavailable(void)
{
return !fixed_reserved && fixed_error != 0;
}
/* For testing the reclaim on any device: with the system property
debug.halo.art_overlap set (adb shell setprop debug.halo.art_overlap idle,
or busy), a mapping named as ART's large object space is put over the fixed
ranges first, idle, or with a page in use inside the window, the way ART's
is on the devices that need the reclaim. Players never set it.
Either may be followed by -nopagemap, for devices that refuse
/proc/self/pagemap (the check then falls back to mincore and smaps), and
by -swapped, which pushes the stand-in's objects (its bottom pages, and the
window's page if busy) out to swap, as they can be on those devices. */
#ifndef MADV_PAGEOUT
#define MADV_PAGEOUT 21
#endif
#define PR_SET_VMA_ 0x53564d41
#define PR_SET_VMA_ANON_NAME_ 0
#define SIMULATED_SPACE_BASE 0x7c000000ULL
#define SIMULATED_SPACE_SIZE 0x14000000ULL
static void simulate_art_overlap(void)
{
char value[PROP_VALUE_MAX] = "";
char *window_page = (char *)(uintptr_t)HALO_GUEST_WINDOW_BASE + 0x100000;
int busy;
void *space;
if (__system_property_get("debug.halo.art_overlap", value) <= 0 || (strncmp(value, "idle", 4) && strncmp(value, "busy", 4)))
return;
busy = !strncmp(value, "busy", 4);
space = mmap((void *)SIMULATED_SPACE_BASE, SIMULATED_SPACE_SIZE, PROT_READ | PROT_WRITE,
MAP_PRIVATE | MAP_ANONYMOUS | MAP_NORESERVE | MAP_FIXED_NOREPLACE, -1, 0);
if (space != (void *)SIMULATED_SPACE_BASE)
{
host_logf(HOST_LOG_WARN, "debug.halo.art_overlap: %08llx-%08llx is not free",
SIMULATED_SPACE_BASE, SIMULATED_SPACE_BASE + SIMULATED_SPACE_SIZE);
if (space != MAP_FAILED)
munmap(space, SIMULATED_SPACE_SIZE);
return;
}
prctl(PR_SET_VMA_, PR_SET_VMA_ANON_NAME_, space, SIMULATED_SPACE_SIZE, "dalvik-free list large object space");
/* objects at its bottom, as ART allocates them */
memset(space, 0x5a, 4 * PAGE);
if (busy)
memset(window_page, 0x5a, PAGE);
if (strstr(value, "-swapped"))
{
if (madvise(space, 4 * PAGE, MADV_PAGEOUT) != 0 || (busy && madvise(window_page, PAGE, MADV_PAGEOUT) != 0))
host_logf(HOST_LOG_WARN, "debug.halo.art_overlap: cannot page out the stand-in (%s)", strerror(errno));
}
simulated_no_pagemap = strstr(value, "-nopagemap") != NULL;
host_logf(HOST_LOG_WARN, "debug.halo.art_overlap=%s: a stand-in for ART's large object space at %08llx-%08llx "
"(%ld kB of it swapped out)", value, SIMULATED_SPACE_BASE, SIMULATED_SPACE_BASE + SIMULATED_SPACE_SIZE,
mapping_swap_kb(SIMULATED_SPACE_BASE));
}
void host_memory_reserve_early(void)
{
simulate_art_overlap();
if (reserve_fixed("at start-up (JNI_OnLoad)") == 0)
host_logf(HOST_LOG_INFO, "reserved the Xbox memory window and the image range at start-up");
}
int host_memory_initialize(uint32_t base, uint32_t size)
{
if (base != HALO_GUEST_IMAGE_BASE || size > HALO_GUEST_IMAGE_RESERVE)
{
host_logf(HOST_LOG_ERROR, "the guest image (%08x, %u bytes) does not fit its range", base, size);
return -1;
}
if (reserve_fixed("when the image loaded") != 0)
{
errno = fixed_error;
return -1;
}
window_base = HALO_GUEST_WINDOW_BASE;
window_end = window_base + HALO_GUEST_WINDOW_SIZE;
if (reserve(window_base, HALO_GUEST_WINDOW_SIZE, 1) != 0)
{
host_logf(HOST_LOG_ERROR, "cannot reserve the Xbox memory window at %08llx (%s)",
(unsigned long long)window_base, strerror(errno));
return -1;
}
image_base = base;
image_end = base + round_up(size);
if (reserve(image_base, image_end - image_base, 1) != 0)
{
host_logf(HOST_LOG_ERROR, "cannot reserve the guest image range at %08llx (%s)",
(unsigned long long)image_base, strerror(errno));
return -1;
}
return 0;
}
@@ -834,29 +474,10 @@ long host_guest_mprotect(uint64_t address, uint64_t size, int protection)
#define WATCH_PAGE_COUNT (HALO_GUEST_WINDOW_SIZE / PAGE)
/* (each page: 0 not watched, 1 watched and read-only, 2 made writable by a
watched write. A fault on a page at 2 is a write another thread made as
this one was making the page writable, and is made again; one on a page at
0, freed memory or none of the watch's, is a crash) */
static uint8_t page_protected[WATCH_PAGE_COUNT];
static uint32_t page_generation[WATCH_PAGE_COUNT];
static volatile uint32_t current_generation = 1;
static int watch_active;
static int watch_hashing;
static uint8_t page_hash_watched[WATCH_PAGE_COUNT];
static uint64_t page_hash[WATCH_PAGE_COUNT];
static uint32_t page_hashed_frame[WATCH_PAGE_COUNT];
static struct watch_hash page_hashes =
{
.base = (const uint8_t *)(uintptr_t)HALO_GUEST_WINDOW_BASE,
.page_count = WATCH_PAGE_COUNT,
.watched = page_hash_watched,
.hash = page_hash,
.hashed_frame = page_hashed_frame,
.generation = page_generation,
.current_generation = &current_generation,
.frame = 1,
};
static int in_window(uint64_t address)
{
@@ -871,7 +492,7 @@ static uint64_t watch_page(uint64_t address)
static void mark_written(uint64_t page)
{
page_generation[page] = __sync_add_and_fetch(&current_generation, 1);
page_protected[page] = 2;
page_protected[page] = 0;
mprotect((void *)(HALO_GUEST_WINDOW_BASE + page * PAGE), PAGE, PROT_READ | PROT_WRITE);
}
@@ -938,13 +559,11 @@ static void segv_handler(int signal_number, siginfo_t *information, void *contex
{
uint64_t page = watch_page(address);
if (page_protected[page] == 1)
if (page_protected[page])
{
mark_written(page);
return;
}
if (page_protected[page] == 2)
return;
}
report_crash(signal_number, information, context);
chain(&previous_segv, signal_number, information, context);
@@ -982,14 +601,6 @@ void host_memory_watch_initialize(void)
watch_active = 1;
}
void host_memory_watch_use_hashes(void)
{
watch_hashing = 1;
}
/* memory_watch_protect: write-protects the pages of a range, or keeps their
hash under host_memory_watch_use_hashes; a size outside the guest window
is ignored */
void host_memory_watch_protect(uint32_t address, uint32_t size)
{
uint64_t first, last, page;
@@ -1000,14 +611,9 @@ void host_memory_watch_protect(uint32_t address, uint32_t size)
last = watch_page((uint64_t)address + size - 1);
if (last >= WATCH_PAGE_COUNT)
last = WATCH_PAGE_COUNT - 1;
if (watch_hashing)
{
watch_hash_protect(&page_hashes, (uint32_t)first, (uint32_t)last);
return;
}
for (page = first; page <= last; page++)
{
if (page_protected[page] != 1)
if (!page_protected[page])
{
page_protected[page] = 1;
mprotect((void *)(HALO_GUEST_WINDOW_BASE + page * PAGE), PAGE, PROT_READ);
@@ -1020,8 +626,6 @@ uint32_t host_memory_watch_serial(void)
return current_generation;
}
/* memory_watch_generation: the newest generation of the pages of a range.
Under hashing this hashes the pages again, once a frame. */
uint32_t host_memory_watch_generation(uint32_t address, uint32_t size)
{
uint64_t first, last, page;
@@ -1033,8 +637,6 @@ uint32_t host_memory_watch_generation(uint32_t address, uint32_t size)
last = watch_page((uint64_t)address + size - 1);
if (last >= WATCH_PAGE_COUNT)
last = WATCH_PAGE_COUNT - 1;
if (watch_hashing)
return watch_hash_generation(&page_hashes, (uint32_t)first, (uint32_t)last);
for (page = first; page <= last; page++)
{
if (page_generation[page] > newest)
@@ -1043,14 +645,11 @@ uint32_t host_memory_watch_generation(uint32_t address, uint32_t size)
return newest;
}
/* memory_watch_prepare_write: unprotects the pages the host itself is about
to write into. Nothing under hashing: the write shows in the next hash and
there is no protection to fault on. */
void host_memory_watch_prepare_write(uint32_t address, uint32_t size)
{
uint64_t start = address, first, last, page;
if (!watch_active || watch_hashing || !size)
if (!watch_active || !size)
return;
if (start + size <= HALO_GUEST_WINDOW_BASE || start >= (uint64_t)HALO_GUEST_WINDOW_BASE + HALO_GUEST_WINDOW_SIZE)
return;
@@ -1062,13 +661,11 @@ void host_memory_watch_prepare_write(uint32_t address, uint32_t size)
last = WATCH_PAGE_COUNT - 1;
for (page = first; page <= last; page++)
{
if (page_protected[page] == 1)
if (page_protected[page])
mark_written(page);
}
}
/* memory_watch_forget: the pages of a range were remapped or reprotected, so
treat them as written and unwatched */
void host_memory_watch_forget(uint32_t address, uint32_t size)
{
uint64_t first, last, page;
@@ -1079,22 +676,9 @@ void host_memory_watch_forget(uint32_t address, uint32_t size)
last = watch_page((uint64_t)address + size - 1);
if (last >= WATCH_PAGE_COUNT)
last = WATCH_PAGE_COUNT - 1;
if (watch_hashing)
{
watch_hash_forget(&page_hashes, (uint32_t)first, (uint32_t)last);
return;
}
for (page = first; page <= last; page++)
{
page_protected[page] = 0;
page_generation[page] = __sync_add_and_fetch(&current_generation, 1);
}
}
/* memory_watch_begin_frame: pages may be hashed again; nothing under page
protection */
void host_memory_watch_begin_frame(void)
{
if (watch_hashing)
watch_hash_begin_frame(&page_hashes);
}
+4 -145
View File
@@ -32,8 +32,6 @@ struct handle
{
int type;
void *object;
/* an audio stream with a callback: its binding (below) */
void *binding;
};
static struct handle handles[HANDLE_COUNT];
@@ -61,7 +59,6 @@ static uint32_t handle_new(int type, void *object)
{
handles[index].type = type;
handles[index].object = object;
handles[index].binding = NULL;
pthread_mutex_unlock(&handle_lock);
return index;
}
@@ -84,30 +81,6 @@ static void *handle_get(uint32_t handle, int type)
return object;
}
/* the object of a handle, which the handle no longer refers to; NULL when
there is none. *binding gets what handle_new's caller stored (audio) */
static void *handle_release(uint32_t handle, int type, void **binding)
{
void *object = NULL;
if (binding)
*binding = NULL;
if (handle == 0 || handle >= HANDLE_COUNT)
return NULL;
pthread_mutex_lock(&handle_lock);
if (handles[handle].type == type)
{
object = handles[handle].object;
if (binding)
*binding = handles[handle].binding;
handles[handle].type = _handle_free;
handles[handle].object = NULL;
handles[handle].binding = NULL;
}
pthread_mutex_unlock(&handle_lock);
return object;
}
/* ---------- general */
int host_sdl_init(uint32_t flags)
@@ -178,11 +151,7 @@ uint32_t host_sdl_gl_create_context(uint32_t window)
{
SDL_Window *object = handle_get(window, _handle_window);
uint32_t context = object ? handle_new(_handle_context, SDL_GL_CreateContext(object)) : 0;
/* (the driver opens its trace markers with the context) */
host_gl_quiet_trace_markers();
return context;
return object ? handle_new(_handle_context, SDL_GL_CreateContext(object)) : 0;
}
int host_sdl_gl_make_current(uint32_t window, uint32_t context)
@@ -248,15 +217,6 @@ uint32_t host_sdl_gamepad_from_id(uint32_t id)
return handle_new(_handle_gamepad, SDL_GetGamepadFromID((SDL_JoystickID)id));
}
/* (the event thread, when the controller goes: sdl_platform.c) */
void host_sdl_close_gamepad(uint32_t gamepad)
{
SDL_Gamepad *object = handle_release(gamepad, _handle_gamepad, NULL);
if (object)
SDL_CloseGamepad(object);
}
int host_sdl_gamepad_axis(uint32_t gamepad, int axis)
{
SDL_Gamepad *object = handle_get(gamepad, _handle_gamepad);
@@ -303,8 +263,6 @@ struct audio_binding
pthread_cond_t requested;
pthread_cond_t done;
int pending;
/* the stream is destroyed: the thread frees the binding and ends */
int quit;
int additional;
int total;
unsigned char *buffer;
@@ -324,10 +282,8 @@ static void *audio_thread(void *context)
{
int additional, total;
while (!binding->pending && !binding->quit)
while (!binding->pending)
pthread_cond_wait(&binding->requested, &binding->lock);
if (binding->quit)
break;
additional = binding->additional;
total = binding->total;
pthread_mutex_unlock(&binding->lock);
@@ -338,12 +294,6 @@ static void *audio_thread(void *context)
binding->pending = 0;
pthread_cond_signal(&binding->done);
}
pthread_mutex_unlock(&binding->lock);
pthread_cond_destroy(&binding->done);
pthread_cond_destroy(&binding->requested);
pthread_mutex_destroy(&binding->lock);
SDL_free(binding->buffer);
SDL_free(binding);
return NULL;
}
@@ -389,19 +339,9 @@ static int audio_keep(struct audio_binding *binding, const void *data, int lengt
uint32_t host_sdl_open_audio_stream(uint32_t device, const void *spec, uint32_t callback, uint32_t userdata)
{
struct audio_binding *binding;
struct audio_binding *binding = SDL_calloc(1, sizeof(*binding));
SDL_AudioStream *stream;
/* (one without a callback, the microphone's, which the guest reads:
nothing to bind) */
if (!callback)
{
stream = SDL_OpenAudioDeviceStream((SDL_AudioDeviceID)device, spec, NULL, NULL);
return stream ? handle_new(_handle_audio, stream) : 0;
}
binding = SDL_calloc(1, sizeof(*binding));
if (!binding)
return 0;
binding->callback = callback;
binding->userdata = userdata;
pthread_mutex_init(&binding->lock, NULL);
@@ -416,19 +356,7 @@ uint32_t host_sdl_open_audio_stream(uint32_t device, const void *spec, uint32_t
}
/* the device starts paused, so no callback can run before this */
binding->handle = handle_new(_handle_audio, stream);
if (!binding->handle)
{
SDL_DestroyAudioStream(stream);
pthread_cond_destroy(&binding->done);
pthread_cond_destroy(&binding->requested);
pthread_mutex_destroy(&binding->lock);
SDL_free(binding);
return 0;
}
pthread_mutex_lock(&handle_lock);
handles[binding->handle].binding = binding;
pthread_mutex_unlock(&handle_lock);
if (host_native_thread_create(audio_thread, binding, 256 * 1024) != 0)
if (callback && host_native_thread_create(audio_thread, binding, 256 * 1024) != 0)
host_fatal("cannot start the audio thread");
return binding->handle;
}
@@ -451,43 +379,6 @@ int host_sdl_resume_audio_stream_device(uint32_t stream)
return object ? SDL_ResumeAudioStreamDevice(object) : 0;
}
/* (voice chat's microphone: port/linux/src/voice_audio.c) */
int host_sdl_get_audio_stream_data(uint32_t stream, void *data, int length)
{
SDL_AudioStream *object = handle_get(stream, _handle_audio);
return object ? SDL_GetAudioStreamData(object, data, length) : -1;
}
int host_sdl_get_audio_stream_available(uint32_t stream)
{
SDL_AudioStream *object = handle_get(stream, _handle_audio);
return object ? SDL_GetAudioStreamAvailable(object) : -1;
}
/* (a stream with a callback has a thread the guest's callbacks run on:
once no callback can run any more, it is told to end, and frees the
binding and its stack as it goes) */
void host_sdl_destroy_audio_stream(uint32_t stream)
{
void *context;
SDL_AudioStream *object = handle_release(stream, _handle_audio, &context);
struct audio_binding *binding = context;
if (!object)
return;
/* (returns once a callback that is running has finished) */
SDL_DestroyAudioStream(object);
if (binding)
{
pthread_mutex_lock(&binding->lock);
binding->quit = 1;
pthread_cond_signal(&binding->requested);
pthread_mutex_unlock(&binding->lock);
}
}
/* ---------- the clipboard (internet play's invite links) */
int host_sdl_set_clipboard_text(const char *text)
@@ -514,35 +405,3 @@ int host_sdl_show_simple_message_box(uint32_t flags, const char *title, const ch
{
return SDL_ShowSimpleMessageBox((SDL_MessageBoxFlags)flags, title, message, NULL) ? 1 : 0;
}
/* ---------- a question for the player (the mods at startup: port_mods.c) */
int host_sdl_show_message_box(uint32_t flags, const char *title, const char *message, int default_index,
const char *button0, const char *button1, const char *button2)
{
const char *labels[3] = { button0, button1, button2 };
SDL_MessageBoxButtonData buttons[3];
SDL_MessageBoxData question;
int count = 0;
int answer = -1;
int index;
for (index = 0; index < 3; index++)
{
if (!labels[index])
continue;
buttons[count].flags = index == default_index ?
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT : 0;
buttons[count].buttonID = index;
buttons[count].text = labels[index];
count++;
}
question.flags = (SDL_MessageBoxFlags)flags;
question.window = NULL;
question.title = title;
question.message = message;
question.numbuttons = count;
question.buttons = buttons;
question.colorScheme = NULL;
return SDL_ShowMessageBox(&question, &answer) ? answer : -1;
}
-4
View File
@@ -131,10 +131,6 @@ static void *thread_main(void *context)
free(context);
host_debug_thread_started();
start.function(start.argument);
/* (a thread the guest made has let its struct pthread go by now; one
of the host's that ran guest code, the audio thread, has it still) */
if (guest_tp)
((guest_function)(uintptr_t)host_image.header->thread_detach)(0, 0, 0, 0);
host_debug_thread_exited();
guest_tp = 0;
-229
View File
@@ -1,229 +0,0 @@
/*
HOST_TOUCH.C
The on-screen touch controls between the overlay and the game. The overlay
(app/.../TouchControls.java) is an Android view over SDL's surface: it
hands its stick, buttons, view swipes and gyroscope turns over JNI on the UI
thread, and the game reads them through host imports when it reads port 0's
controller (port/linux/src/xinput_sdl.c). The game hands back what the
overlay needs to know: whether it is in a game with no menu or cinematic up
and the input.touch_controls setting (host_touch_scene), the profile's
button mapping, which names the buttons (host_touch_bindings), and how hard
port 0 rumbles.
*/
#include <jni.h>
#include <pthread.h>
#include <stdint.h>
#include <string.h>
#include <time.h>
/* a press shorter than this still reaches the game: it reads the
controller once a frame and acts at 30 ticks a second, and a quick tap can
go down and up between two reads */
#define TOUCH_TAP_NS 60000000LL
/* view motion and rumble older than this are dropped: left over from the
menus, a cinematic or the app in the background */
#define TOUCH_STALE_NS 150000000LL
/* SDL's 15 gamepad buttons, then the left and right triggers */
#define TOUCH_INPUTS 17
static pthread_mutex_t touch_lock = PTHREAD_MUTEX_INITIALIZER;
/* the SDL axes (left x, y, right x, y, left trigger, right trigger), then
the SDL button bits */
static int32_t touch_state[7];
static int64_t touch_pressed_ns[TOUCH_INPUTS];
static float look_delta[2];
static int64_t look_ns;
/* the gyroscope's turn, apart: the profile's invert is the swipe's only */
static float gyro_delta[2];
static int64_t gyro_ns;
static int rumble_amplitude;
static int64_t rumble_ns;
static volatile int touch_scene;
/* the game control on each controller button (-1: none), and a count of
its changes, which the overlay polls */
#define TOUCH_BUTTONS 16
static int32_t touch_bindings[TOUCH_BUTTONS];
static int touch_bindings_serial;
static int64_t now_ns(void)
{
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
return (int64_t)now.tv_sec * 1000000000LL + now.tv_nsec;
}
/* the inputs of a state as bits: buttons, then the triggers */
static uint32_t touch_inputs(const int32_t *state)
{
return ((uint32_t)state[6] & 0x7fff) | (state[4] ? 1u << 15 : 0) | (state[5] ? 1u << 16 : 0);
}
JNIEXPORT void JNICALL Java_com_halo_decomp_TouchControls_nativeState(
JNIEnv *env, jclass cls, jint lx, jint ly, jint rx, jint ry,
jint lt, jint rt, jint buttons)
{
int32_t next[] = { lx, ly, rx, ry, lt, rt, buttons };
uint32_t pressed;
int64_t now = now_ns();
int input;
(void)env;
(void)cls;
pthread_mutex_lock(&touch_lock);
pressed = touch_inputs(next) & ~touch_inputs(touch_state);
for (input = 0; input < TOUCH_INPUTS; input++)
{
if (pressed & (1u << input))
touch_pressed_ns[input] = now;
}
memcpy(touch_state, next, sizeof(next));
pthread_mutex_unlock(&touch_lock);
}
/* the guest's: the overlay's controller state, with each press held for
at least TOUCH_TAP_NS */
void host_touch_read(int32_t *state)
{
int64_t now = now_ns();
int input;
pthread_mutex_lock(&touch_lock);
memcpy(state, touch_state, sizeof(touch_state));
for (input = 0; input < TOUCH_INPUTS; input++)
{
if (touch_pressed_ns[input] && now - touch_pressed_ns[input] < TOUCH_TAP_NS)
{
if (input < 15)
state[6] |= 1 << input;
else if (!state[4 + input - 15])
state[4 + input - 15] = 32767;
}
}
pthread_mutex_unlock(&touch_lock);
}
JNIEXPORT void JNICALL Java_com_halo_decomp_TouchControls_nativeLook(
JNIEnv *env, jclass cls, jfloat dx, jfloat dy)
{
(void)env;
(void)cls;
pthread_mutex_lock(&touch_lock);
look_delta[0] += dx;
look_delta[1] += dy;
look_ns = now_ns();
pthread_mutex_unlock(&touch_lock);
}
JNIEXPORT void JNICALL Java_com_halo_decomp_TouchControls_nativeGyro(
JNIEnv *env, jclass cls, jfloat dx, jfloat dy)
{
(void)env;
(void)cls;
pthread_mutex_lock(&touch_lock);
gyro_delta[0] += dx;
gyro_delta[1] += dy;
gyro_ns = now_ns();
pthread_mutex_unlock(&touch_lock);
}
JNIEXPORT void JNICALL Java_com_halo_decomp_TouchControls_nativeLookReset(JNIEnv *env, jclass cls)
{
(void)env;
(void)cls;
pthread_mutex_lock(&touch_lock);
look_delta[0] = look_delta[1] = 0.0f;
gyro_delta[0] = gyro_delta[1] = 0.0f;
pthread_mutex_unlock(&touch_lock);
}
/* the guest's: the view swipe, then the gyroscope's turn, since the last
read, into delta[4], in the overlay's logical pixels with its sensitivity
applied */
void host_touch_look_read(float *delta)
{
int64_t now = now_ns();
pthread_mutex_lock(&touch_lock);
memcpy(delta, look_delta, sizeof(look_delta));
memcpy(delta + 2, gyro_delta, sizeof(gyro_delta));
if (now - look_ns > TOUCH_STALE_NS)
delta[0] = delta[1] = 0.0f;
if (now - gyro_ns > TOUCH_STALE_NS)
delta[2] = delta[3] = 0.0f;
look_delta[0] = look_delta[1] = 0.0f;
gyro_delta[0] = gyro_delta[1] = 0.0f;
pthread_mutex_unlock(&touch_lock);
}
/* the guest's: port 0's motors (XInputSetState), each 0..65535; the game
sends them every frame, and zero while paused or with the profile's
vibration off */
void host_touch_rumble(unsigned int low, unsigned int high)
{
unsigned int strength = low > high ? low : high;
pthread_mutex_lock(&touch_lock);
rumble_amplitude = strength ? 64 + (int)(strength * 191u / 65535u) : 0;
rumble_ns = now_ns();
pthread_mutex_unlock(&touch_lock);
}
/* the phone's vibration strength, 0 or 64..255 */
JNIEXPORT jint JNICALL Java_com_halo_decomp_TouchControls_nativeRumble(JNIEnv *env, jclass cls)
{
int amplitude;
(void)env;
(void)cls;
pthread_mutex_lock(&touch_lock);
amplitude = now_ns() - rumble_ns > TOUCH_STALE_NS ? 0 : rumble_amplitude;
pthread_mutex_unlock(&touch_lock);
return amplitude;
}
/* the guest's, at every read of port 0: port/linux/src/touch_input.c's
_touch_scene_* bits */
void host_touch_scene(int scene)
{
touch_scene = scene;
}
/* the guest's, when the profile's mapping changes: the game control on
each of the 16 controller buttons (port/linux/game/touch_game.c) */
void host_touch_bindings(const int32_t *controls)
{
pthread_mutex_lock(&touch_lock);
memcpy(touch_bindings, controls, sizeof(touch_bindings));
touch_bindings_serial++;
pthread_mutex_unlock(&touch_lock);
}
/* the mapping into controls[16]; returns its count of changes (0 before the
game has sent it) */
JNIEXPORT jint JNICALL Java_com_halo_decomp_TouchControls_nativeBindings(JNIEnv *env, jclass cls,
jintArray controls)
{
int32_t copy[TOUCH_BUTTONS];
int serial;
(void)cls;
pthread_mutex_lock(&touch_lock);
memcpy(copy, touch_bindings, sizeof(copy));
serial = touch_bindings_serial;
pthread_mutex_unlock(&touch_lock);
if (controls && (*env)->GetArrayLength(env, controls) >= TOUCH_BUTTONS)
(*env)->SetIntArrayRegion(env, controls, 0, TOUCH_BUTTONS, (const jint *)copy);
return serial;
}
/* 0 until the game has read its controller once */
JNIEXPORT jint JNICALL Java_com_halo_decomp_TouchControls_nativeScene(JNIEnv *env, jclass cls)
{
(void)env;
(void)cls;
return touch_scene;
}
-180
View File
@@ -1,180 +0,0 @@
/*
HOST_WATCH_HASH.C
Write tracking by page contents (host_watch_hash.h).
*/
#include "host_watch_hash.h"
#ifdef __wasm_simd128__
/*
FNV-style mixing in sixteen independent 32-bit lanes, four vectors of four
(WebAssembly's SIMD: the web build, web_memory_watch.c), so that no lane
waits for another and the multiplies are the vector unit's own; its 64-bit
multiplies are scalar, which made the hashing of every watched page each
frame a quarter of the web build's frame, twice what this takes. A change of
one word changes its lane's state for good (xor and an odd multiply are both
invertible), and the fold keeps every lane's bits, so a single-word write
always shows. Changes of several words could cancel each other, which is
unlikely for game data. (host_watch_hash.h)
*/
typedef uint32_t watch_hash_lanes __attribute__((vector_size(16), aligned(4), may_alias));
uint64_t watch_hash_page(const uint8_t *page)
{
const watch_hash_lanes *words = (const watch_hash_lanes *)page;
const watch_hash_lanes prime = { 0x01000193u, 0x01000193u, 0x01000193u, 0x01000193u };
watch_hash_lanes lane0 = { 0x811c9dc5u, 0x9e3779b9u, 0x85ebca6bu, 0xc2b2ae35u };
watch_hash_lanes lane1 = { 0x27d4eb2fu, 0x165667b1u, 0xd3a2646cu, 0xfd7046c5u };
watch_hash_lanes lane2 = { 0xb55a4f09u, 0x7feb352du, 0x846ca68bu, 0x2c1b3c6du };
watch_hash_lanes lane3 = { 0x297a2d39u, 0xe6546b64u, 0xcc9e2d51u, 0x1b873593u };
watch_hash_lanes folded;
uint32_t index;
for (index = 0; index < WATCH_HASH_PAGE_SIZE / sizeof(watch_hash_lanes); index += 4)
{
lane0 = (lane0 ^ words[index + 0]) * prime;
lane1 = (lane1 ^ words[index + 1]) * prime;
lane2 = (lane2 ^ words[index + 2]) * prime;
lane3 = (lane3 ^ words[index + 3]) * prime;
}
/* (each vector's lanes turned before they are combined, so that the same
change in two of them does not cancel) */
folded = lane0 ^ ((lane1 << 8) | (lane1 >> 24)) ^ ((lane2 << 16) | (lane2 >> 16)) ^ ((lane3 << 24) | (lane3 >> 8));
return ((uint64_t)(folded[0] ^ ((folded[2] << 13) | (folded[2] >> 19))) << 32) |
(folded[1] ^ ((folded[3] << 13) | (folded[3] >> 19)));
}
#else
/*
FNV-style mixing in four independent lanes, so that the multiplies of
one lane do not wait for another's. A change of one word changes its
lane's state for good (xor and an odd multiply are both invertible), so
a single-word write always shows. Changes of several words could cancel
each other, which is unlikely for game data. (host_watch_hash.h)
*/
uint64_t watch_hash_page(const uint8_t *page)
{
const uint64_t *words = (const uint64_t *)page;
uint64_t lane0 = 0xcbf29ce484222325ULL, lane1 = 0x9e3779b97f4a7c15ULL;
uint64_t lane2 = 0xc2b2ae3d27d4eb4fULL, lane3 = 0x165667b19e3779f9ULL;
uint32_t index;
for (index = 0; index < WATCH_HASH_PAGE_SIZE / 8; index += 4)
{
lane0 = (lane0 ^ words[index + 0]) * 0x100000001b3ULL;
lane1 = (lane1 ^ words[index + 1]) * 0x100000001b3ULL;
lane2 = (lane2 ^ words[index + 2]) * 0x100000001b3ULL;
lane3 = (lane3 ^ words[index + 3]) * 0x100000001b3ULL;
}
return lane0 ^ ((lane1 << 16) | (lane1 >> 48)) ^ ((lane2 << 32) | (lane2 >> 32)) ^
((lane3 << 48) | (lane3 >> 16));
}
#endif
/* clamps last to the watched memory; 0 when nothing is left of the range */
static int clamp(const struct watch_hash *watch, uint32_t first, uint32_t *last)
{
if (first >= watch->page_count || first > *last)
return 0;
if (*last >= watch->page_count)
*last = watch->page_count - 1;
return 1;
}
static const uint8_t *page_memory(const struct watch_hash *watch, uint32_t page)
{
return watch->base + (uint64_t)page * WATCH_HASH_PAGE_SIZE;
}
void watch_hash_protect(struct watch_hash *watch, uint32_t first, uint32_t last)
{
uint32_t page;
if (!clamp(watch, first, &last))
return;
for (page = first; page <= last; page++)
{
if (watch->watched[page])
continue;
watch->watched[page] = 1;
watch->hash[page] = watch_hash_page(page_memory(watch, page));
watch->hashed_frame[page] = watch->frame;
if (watch->unchanged)
watch->unchanged[page] = 0;
}
}
/* a stable page hashed recently enough: not hashed again yet
(host_watch_hash.h) */
static int stable_for_now(const struct watch_hash *watch, uint32_t page)
{
return watch->unchanged && watch->unchanged[page] >= WATCH_HASH_STABLE_CHECKS &&
watch->frame - watch->hashed_frame[page] < WATCH_HASH_STABLE_FRAMES;
}
uint32_t watch_hash_generation(struct watch_hash *watch, uint32_t first, uint32_t last)
{
uint32_t page, newest = 0;
if (!clamp(watch, first, &last))
return 0;
for (page = first; page <= last; page++)
{
if (watch->watched[page] && watch->hashed_frame[page] != watch->frame && !stable_for_now(watch, page))
{
uint64_t hash = watch_hash_page(page_memory(watch, page));
watch->hashed_frame[page] = watch->frame;
if (hash != watch->hash[page])
{
watch->hash[page] = hash;
watch->generation[page] = __sync_add_and_fetch(watch->current_generation, 1);
if (watch->unchanged)
watch->unchanged[page] = 0;
}
else if (watch->unchanged && watch->unchanged[page] < WATCH_HASH_STABLE_CHECKS)
{
watch->unchanged[page]++;
}
}
if (watch->generation[page] > newest)
newest = watch->generation[page];
}
return newest;
}
void watch_hash_forget(struct watch_hash *watch, uint32_t first, uint32_t last)
{
uint32_t page;
if (!clamp(watch, first, &last))
return;
for (page = first; page <= last; page++)
{
watch->watched[page] = 0;
watch->generation[page] = __sync_add_and_fetch(watch->current_generation, 1);
}
}
void watch_hash_prepare_write(struct watch_hash *watch, uint32_t first, uint32_t last)
{
uint32_t page;
if (!watch->unchanged || !clamp(watch, first, &last))
return;
for (page = first; page <= last; page++)
watch->unchanged[page] = 0;
}
/*
The serial changes each frame, so a cache that skips generation queries
while the serial stays the same (xbox_textures.c's recent_textures) asks
again once a frame. (host_watch_hash.h)
*/
void watch_hash_begin_frame(struct watch_hash *watch)
{
watch->frame++;
if (!watch->frame)
watch->frame = 1;
__sync_add_and_fetch(watch->current_generation, 1);
}
-74
View File
@@ -1,74 +0,0 @@
/*
HOST_WATCH_HASH.H
Write tracking by page contents, for processes that cannot catch their own
page protection faults: the ARM translation of the x86 Android emulator
cannot deliver SIGSEGV to the app, so the protection-based tracking of
host_memory.c would stop the game at its first write to a cached page.
A watched page's hash is kept. Asking for its generation hashes it again,
at most once a frame (watch_hash_begin_frame), and a different hash counts
as a write. A write is therefore seen in the next frame, not at once.
Hashing every page drawn from each frame is a large part of the frame on
the web (port/web/src/web_memory_watch.c), where most of them never change
once loaded. With the optional unchanged counts, a page whose hash stayed the
same WATCH_HASH_STABLE_CHECKS times in a row is hashed only every
WATCH_HASH_STABLE_FRAMES frames, until a write into it is announced
(watch_hash_prepare_write: the file layer's reads, the Direct3D locks) or
its hash changes. A write that is not announced into such a page is seen up
to that many frames late.
*/
#ifndef HOST_WATCH_HASH_H
#define HOST_WATCH_HASH_H
#include <stdint.h>
#define WATCH_HASH_PAGE_SIZE 0x1000u
#define WATCH_HASH_STABLE_CHECKS 30u
#define WATCH_HASH_STABLE_FRAMES 60u
struct watch_hash
{
/* the memory of page 0 */
const uint8_t *base;
uint32_t page_count;
/* page_count entries each */
uint8_t *watched;
uint64_t *hash;
uint32_t *hashed_frame;
/* shared with the protection-based tracking (host_memory.c) */
uint32_t *generation;
volatile uint32_t *current_generation;
uint32_t frame;
/* NULL, or page_count entries: the checks in a row that found the page
unchanged (up to WATCH_HASH_STABLE_CHECKS) */
uint8_t *unchanged;
};
/* a hash of one page (WATCH_HASH_PAGE_SIZE bytes, 8-byte aligned) that
changes whenever a word of it changes */
uint64_t watch_hash_page(const uint8_t *page);
/* Starts watching pages first to last (inclusive), remembering their hashes.
Pages already watched keep their hash; pages beyond page_count are
ignored. */
void watch_hash_protect(struct watch_hash *watch, uint32_t first, uint32_t last);
/* The newest generation among pages first to last (inclusive), after hashing
again the watched ones not yet hashed this frame (a stable one may wait,
above); a page whose hash changed gets a new generation. 0 if the range is
outside the watched memory. */
uint32_t watch_hash_generation(struct watch_hash *watch, uint32_t first, uint32_t last);
/* The pages were remapped: treat them as written and unwatched. */
void watch_hash_forget(struct watch_hash *watch, uint32_t first, uint32_t last);
/* The pages are about to be written: hash them every frame again. */
void watch_hash_prepare_write(struct watch_hash *watch, uint32_t first, uint32_t last);
/* A new frame: pages may be hashed again, and the serial changes. */
void watch_hash_begin_frame(struct watch_hash *watch);
#endif
+62 -317
View File
@@ -47,11 +47,6 @@ picture; the copy flips them to GL's bottom-up images.
#include <openxr/openxr_platform.h>
#define MAXIMUM_SWAPCHAIN_IMAGES 8
/* XR_META_performance_metrics' counters kept (the Quest 3 has some twenty:
the app's, the compositor's, the device's and each core's) */
#define MAXIMUM_METRICS 48
/* sampled every this many frames */
#define METRICS_EVERY 3
struct xr_swapchain
{
@@ -110,10 +105,6 @@ static struct
XrAction button_b; /* B on the right controller, Y on the left */
XrAction menu;
XrAction thumbrest;
/* the fingers' touch, for the hands drawn (where the runtime has it):
the thumb on the stick, a button or the rest, the index on the trigger */
XrAction thumb_touch;
XrAction index_touch;
/* the Steam Frame's controllers' own (XR_VALVE_frame_controller_interaction) */
int has_frame_controller;
int frame_layout;
@@ -125,33 +116,19 @@ static struct
XrAction haptic;
struct xr_hand_actions hands[HALO_XR_HAND_COUNT];
/* where the head and the hands are this frame (the wrist layer) */
/* where the head and the left hand are this frame (the wrist layer) */
XrPosef head;
XrPosef grips[HALO_XR_HAND_COUNT];
int grips_valid[HALO_XR_HAND_COUNT];
XrPosef left_grip;
int left_grip_valid;
int has_performance_settings;
/* (XR_META_performance_metrics: the compositor's counts, in the log,
for telling frames shown late from the game's own pace) */
int has_metrics;
/* the counters and the copies' times logged (vr.log_performance) */
int log_metrics;
/* the app's GPU time of its last frame, ms (app/gpu_frametime: its
counter's index, -1 none), read each frame for vr.graphics "auto" */
int gpu_metric;
float gpu_milliseconds;
PFN_xrQueryPerformanceMetricsCounterMETA query_metric;
XrPath metric_paths[MAXIMUM_METRICS];
XrPath metric_paths[16];
uint32_t metric_count;
struct timespec metrics_logged;
/* each counter sampled every few frames since the last line: sum, most
and samples (the app's GPU time and the compositor's dropped frames
vary from frame to frame) */
double metric_sums[MAXIMUM_METRICS];
double metric_most[MAXIMUM_METRICS];
int metric_samples[MAXIMUM_METRICS];
int metric_units[MAXIMUM_METRICS];
int metric_frame;
/* (SteamVR: the frames' thread kept on the fast cores, xr_fast_cores) */
int steamvr;
int cores_pinned;
@@ -608,51 +585,22 @@ struct binding
const char *path;
};
/* a profile's bindings: those it has to have, and those it may (a path the
runtime does not know refuses the whole suggestion, which leaves the
profile with none: then the first alone, as before). Nonzero if taken. */
#define MAXIMUM_SUGGESTED_BINDINGS 64
static int suggest_bindings(const char *profile, const struct binding *bindings, int count,
const struct binding *optional, int optional_count)
static void suggest(const char *profile, const struct binding *bindings, int count)
{
XrActionSuggestedBinding suggested[MAXIMUM_SUGGESTED_BINDINGS];
XrActionSuggestedBinding suggested[32];
XrInteractionProfileSuggestedBinding information = { XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING };
XrResult result;
int index, total = 0;
int index;
if (count + optional_count > MAXIMUM_SUGGESTED_BINDINGS)
for (index = 0; index < count && index < 32; index++)
{
host_logf(HOST_LOG_ERROR, "xr: %d bindings for %s, room for %d: the rest left out", count + optional_count,
profile, MAXIMUM_SUGGESTED_BINDINGS);
}
for (index = 0; index < count + optional_count && total < MAXIMUM_SUGGESTED_BINDINGS; index++)
{
const struct binding *binding = index < count ? &bindings[index] : &optional[index - count];
suggested[total].action = *binding->action;
suggested[total].binding = path_from_string(binding->path);
total++;
suggested[index].action = *bindings[index].action;
suggested[index].binding = path_from_string(bindings[index].path);
}
information.interactionProfile = path_from_string(profile);
information.suggestedBindings = suggested;
information.countSuggestedBindings = (uint32_t)total;
result = xrSuggestInteractionProfileBindings(xr.instance, &information);
if (XR_SUCCEEDED(result))
return 1;
if (optional_count > 0)
{
host_logf(HOST_LOG_WARN, "xr: %s refused with its optional bindings (%d); suggested without them", profile,
(int)result);
return suggest_bindings(profile, bindings, count, NULL, 0);
}
host_logf(HOST_LOG_WARN, "xr: no bindings for %s (%d)", profile, (int)result);
return 0;
}
static void suggest(const char *profile, const struct binding *bindings, int count)
{
suggest_bindings(profile, bindings, count, NULL, 0);
information.countSuggestedBindings = (uint32_t)index;
if (!XR_SUCCEEDED(xrSuggestInteractionProfileBindings(xr.instance, &information)))
host_logf(HOST_LOG_WARN, "xr: no bindings for %s", profile);
}
static int actions_initialize(void)
@@ -679,8 +627,6 @@ static int actions_initialize(void)
xr.button_b = action_create("button_upper", "B / Y", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.menu = action_create("menu", "Menu", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.thumbrest = action_create("thumbrest", "Thumb rest", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.thumb_touch = action_create("thumb_touch", "Thumb resting", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.index_touch = action_create("index_touch", "Finger on the trigger", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.button_x = action_create("button_x", "X", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.button_y = action_create("button_y", "Y", XR_ACTION_TYPE_BOOLEAN_INPUT);
xr.view = action_create("view", "View", XR_ACTION_TYPE_BOOLEAN_INPUT);
@@ -786,62 +732,13 @@ static int actions_initialize(void)
{ &xr.haptic, "/user/hand/right/output/haptic" },
};
/* the fingers' touch, as each profile has it (after HaloCE-Quest-VR,
CC0; the Frame's from Valve's "Steam Frame Input" page): optional, a
profile refusing them keeps its buttons */
static const struct binding touch_fingers[] =
{
{ &xr.thumb_touch, "/user/hand/left/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/thumbrest/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/thumbrest/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/x/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/y/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/a/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/b/touch" },
{ &xr.index_touch, "/user/hand/left/input/trigger/touch" },
{ &xr.index_touch, "/user/hand/right/input/trigger/touch" },
};
static const struct binding index_fingers[] =
{
{ &xr.thumb_touch, "/user/hand/left/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/trackpad/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/trackpad/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/a/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/b/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/a/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/b/touch" },
{ &xr.index_touch, "/user/hand/left/input/trigger/touch" },
{ &xr.index_touch, "/user/hand/right/input/trigger/touch" },
};
static const struct binding frame_fingers[] =
{
{ &xr.thumb_touch, "/user/hand/left/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/thumbstick/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/a/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/b/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/x/touch" },
{ &xr.thumb_touch, "/user/hand/right/input/y/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/dpad_up/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/dpad_down/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/dpad_left/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/dpad_right/touch" },
{ &xr.thumb_touch, "/user/hand/left/input/view/touch" },
{ &xr.index_touch, "/user/hand/left/input/trigger/touch" },
{ &xr.index_touch, "/user/hand/right/input/trigger/touch" },
};
if (xr.has_frame_controller)
{
suggest_bindings("/interaction_profiles/valve/frame_controller_valve", frame_controller,
sizeof(frame_controller) / sizeof(frame_controller[0]), frame_fingers,
sizeof(frame_fingers) / sizeof(frame_fingers[0]));
suggest("/interaction_profiles/valve/frame_controller_valve", frame_controller,
sizeof(frame_controller) / sizeof(frame_controller[0]));
}
suggest_bindings("/interaction_profiles/oculus/touch_controller", touch, sizeof(touch) / sizeof(touch[0]),
touch_fingers, sizeof(touch_fingers) / sizeof(touch_fingers[0]));
suggest_bindings("/interaction_profiles/valve/index_controller", index, sizeof(index) / sizeof(index[0]),
index_fingers, sizeof(index_fingers) / sizeof(index_fingers[0]));
suggest("/interaction_profiles/oculus/touch_controller", touch, sizeof(touch) / sizeof(touch[0]));
suggest("/interaction_profiles/valve/index_controller", index, sizeof(index) / sizeof(index[0]));
suggest("/interaction_profiles/khr/simple_controller", simple, sizeof(simple) / sizeof(simple[0]));
}
@@ -884,21 +781,6 @@ static int action_boolean(XrAction action, int hand)
return state.currentState != XR_FALSE;
}
/* (and whether the runtime gives the action for the hand at all) */
static int action_boolean_active(XrAction action, int hand, int *active)
{
XrActionStateGetInfo information = { XR_TYPE_ACTION_STATE_GET_INFO };
XrActionStateBoolean state = { XR_TYPE_ACTION_STATE_BOOLEAN };
*active = 0;
information.action = action;
information.subactionPath = xr.hands[hand].path;
if (!XR_SUCCEEDED(xrGetActionStateBoolean(xr.session, &information, &state)) || !state.isActive)
return 0;
*active = 1;
return state.currentState != XR_FALSE;
}
static int action_vector(XrAction action, int hand, float vector[2])
{
XrActionStateGetInfo information = { XR_TYPE_ACTION_STATE_GET_INFO };
@@ -965,8 +847,11 @@ static void hands_read(struct halo_xr_frame *frame)
{
out->flags = flags_from_location(location.locationFlags);
pose_from_xr(&out->grip, &location.pose);
xr.grips[hand] = location.pose;
xr.grips_valid[hand] = (out->flags & HALO_XR_POSE_VALID) != 0;
if (hand == HALO_XR_HAND_LEFT)
{
xr.left_grip = location.pose;
xr.left_grip_valid = (out->flags & HALO_XR_POSE_VALID) != 0;
}
}
location.locationFlags = 0;
if (XR_SUCCEEDED(xrLocateSpace(xr.hands[hand].aim_space, xr.local_space,
@@ -996,17 +881,6 @@ static void hands_read(struct halo_xr_frame *frame)
(action_boolean(xr.dpad[1], hand) ? HALO_XR_BUTTON_DPAD_DOWN : 0) |
(action_boolean(xr.dpad[2], hand) ? HALO_XR_BUTTON_DPAD_LEFT : 0) |
(action_boolean(xr.dpad[3], hand) ? HALO_XR_BUTTON_DPAD_RIGHT : 0);
{
/* the fingers' touch, and whether there is any */
int thumb_active = 0, index_active = 0;
if (action_boolean_active(xr.thumb_touch, hand, &thumb_active))
out->buttons |= HALO_XR_BUTTON_THUMB_TOUCH;
if (action_boolean_active(xr.index_touch, hand, &index_active))
out->buttons |= HALO_XR_BUTTON_INDEX_TOUCH;
if (thumb_active)
out->buttons |= HALO_XR_BUTTON_TOUCH_KNOWN;
}
}
frame->controller_layout = xr.frame_layout ? HALO_XR_LAYOUT_FRAME : HALO_XR_LAYOUT_TOUCH;
if (xr.frame_layout)
@@ -1064,9 +938,7 @@ On the back of the left wrist, like a watch: behind the palm, where the
grip pose is, and out of the back of the hand. In the left grip pose -Z
runs to the fingers, +Y up the handle and -X out of the back of the hand;
the layer faces -X with its top towards the elbow, as the wrist turned to
the eyes reads it. Shown only while it is. Left-handed (wrist_hand), on the
right wrist, as the mirror image: there +X runs out of the back of the
hand. */
the eyes reads it. Shown only while it is. */
#define WRIST_IMAGE_SIZE 512
#define CROSSHAIR_IMAGE_SIZE 256
@@ -1106,32 +978,26 @@ static void quaternion_rotate_vector(const XrQuaternionf *q, const XrVector3f *v
static int wrist_pose(const struct halo_xr_submit *submit, XrPosef *pose)
{
/* the layer's axes in the left grip's: x = -Y, y = +Z, z = -X, so the
layer's right and down, as it is read, are the grip's -Y and -Z; in the
right grip's x = +Y, y = +Z, z = +X (the mirror image, read the right
way round: its x turned back) */
static const XrQuaternionf layer_in_left_grip = { 0.5f, -0.5f, -0.5f, 0.5f };
static const XrQuaternionf layer_in_right_grip = { 0.5f, 0.5f, 0.5f, 0.5f };
int right = submit->wrist_hand == HALO_XR_HAND_RIGHT;
const XrPosef *grip = &xr.grips[right ? HALO_XR_HAND_RIGHT : HALO_XR_HAND_LEFT];
const XrVector3f offset = { right ? WRIST_ABOVE_HAND : -WRIST_ABOVE_HAND,
-WRIST_DOWN_HANDLE - submit->wrist_right, WRIST_BEHIND_PALM - submit->wrist_down };
/* the layer's axes in the grip's: x = -Y, y = +Z, z = -X, so the
layer's right and down, as it is read, are the grip's -Y and -Z */
static const XrQuaternionf layer_in_grip = { 0.5f, -0.5f, -0.5f, 0.5f };
const XrVector3f offset = { -WRIST_ABOVE_HAND, -WRIST_DOWN_HANDLE - submit->wrist_right,
WRIST_BEHIND_PALM - submit->wrist_down };
const XrVector3f layer_normal = { 0.0f, 0.0f, 1.0f };
/* clockwise as read: about the layer's normal, negatively (the mirror
image's the other way) */
float half_turn = (right ? 1.0f : -1.0f) * submit->wrist_turn * WRIST_PI / 360.0f;
/* clockwise as read: about the layer's normal, negatively */
float half_turn = -submit->wrist_turn * WRIST_PI / 360.0f;
XrQuaternionf turn = { 0.0f, 0.0f, sinf(half_turn), cosf(half_turn) };
XrQuaternionf unturned;
XrVector3f moved, normal, to_eyes;
float distance;
if (!xr.grips_valid[right ? HALO_XR_HAND_RIGHT : HALO_XR_HAND_LEFT])
if (!xr.left_grip_valid)
return 0;
quaternion_rotate_vector(&grip->orientation, &offset, &moved);
pose->position.x = grip->position.x + moved.x;
pose->position.y = grip->position.y + moved.y;
pose->position.z = grip->position.z + moved.z;
quaternion_multiply(&grip->orientation, right ? &layer_in_right_grip : &layer_in_left_grip, &unturned);
quaternion_rotate_vector(&xr.left_grip.orientation, &offset, &moved);
pose->position.x = xr.left_grip.position.x + moved.x;
pose->position.y = xr.left_grip.position.y + moved.y;
pose->position.z = xr.left_grip.position.z + moved.z;
quaternion_multiply(&xr.left_grip.orientation, &layer_in_grip, &unturned);
quaternion_multiply(&unturned, &turn, &pose->orientation);
quaternion_rotate_vector(&pose->orientation, &layer_normal, &normal);
@@ -1244,19 +1110,14 @@ int host_xr_probe(float resolution_scale, int *eye_width, int *eye_height)
xr.has_refresh_rate = has_extension(extensions, extension_count, XR_FB_DISPLAY_REFRESH_RATE_EXTENSION_NAME);
if (xr.has_refresh_rate)
enabled[enabled_count++] = XR_FB_DISPLAY_REFRESH_RATE_EXTENSION_NAME;
/* (with vr.log_performance: host_main.c) */
/* (the app's GPU time for vr.graphics "auto"; all the counters logged
with vr.log_performance: host_main.c) */
xr.has_metrics = has_extension(extensions, extension_count, XR_META_PERFORMANCE_METRICS_EXTENSION_NAME);
xr.log_metrics = getenv("HALO_XR_LOG_PERFORMANCE") != NULL;
xr.gpu_metric = -1;
if (xr.has_metrics)
enabled[enabled_count++] = XR_META_PERFORMANCE_METRICS_EXTENSION_NAME;
android.applicationVM = machine;
android.applicationActivity = activity;
instance.next = &android;
strcpy(instance.applicationInfo.applicationName, "Mjolnir VR");
strcpy(instance.applicationInfo.applicationName, "Halo VR");
instance.applicationInfo.applicationVersion = 1;
strcpy(instance.applicationInfo.engineName, "halo-ce-universal");
instance.applicationInfo.engineVersion = 1;
@@ -1399,10 +1260,6 @@ int host_xr_initialize(struct halo_xr_info *info, float wanted_refresh_rate)
xr.get_refresh_rate(xr.session, &info->refresh_rate);
}
/* (the runtime's GL binding brings contexts of its own, with their own
trace markers: host_gl.c) */
host_gl_quiet_trace_markers();
if (xr.has_metrics)
{
PFN_xrEnumeratePerformanceMetricsCounterPathsMETA enumerate = NULL;
@@ -1414,39 +1271,12 @@ int host_xr_initialize(struct halo_xr_info *info, float wanted_refresh_rate)
xrGetInstanceProcAddr(xr.instance, "xrSetPerformanceMetricsStateMETA", (PFN_xrVoidFunction *)&set_state);
xrGetInstanceProcAddr(xr.instance, "xrQueryPerformanceMetricsCounterMETA",
(PFN_xrVoidFunction *)&xr.query_metric);
uint32_t available = 0;
XrPath *paths = NULL;
state.enabled = XR_TRUE;
/* (asked how many first: the Quest 3 has more than 16, and a smaller
array failed the call, so the metrics were off) */
xr.has_metrics = enumerate && set_state && xr.query_metric &&
XR_SUCCEEDED(enumerate(xr.instance, 0, &available, NULL)) && available > 0 &&
(paths = calloc(available, sizeof(*paths))) != NULL &&
XR_SUCCEEDED(enumerate(xr.instance, available, &available, paths)) &&
XR_SUCCEEDED(enumerate(xr.instance, 16, &xr.metric_count, xr.metric_paths)) &&
XR_SUCCEEDED(set_state(xr.session, &state));
xr.metric_count = 0;
if (xr.has_metrics)
{
uint32_t counter;
xr.metric_count = available < MAXIMUM_METRICS ? available : MAXIMUM_METRICS;
memcpy(xr.metric_paths, paths, xr.metric_count * sizeof(*paths));
for (counter = 0; counter < xr.metric_count; counter++)
{
char name[XR_MAX_PATH_LENGTH];
uint32_t length = 0;
if (XR_SUCCEEDED(xrPathToString(xr.instance, xr.metric_paths[counter], sizeof(name), &length, name)) &&
!strcmp(name, "/perfmetrics_meta/app/gpu_frametime"))
{
xr.gpu_metric = (int)counter;
}
}
}
free(paths);
host_logf(HOST_LOG_INFO, "xr: performance metrics %s (%u counters of %u; the app's GPU time %s)",
xr.has_metrics ? "on" : "off", xr.metric_count, available, xr.gpu_metric >= 0 ? "read" : "not offered");
host_logf(HOST_LOG_INFO, "xr: performance metrics %s (%u counters)", xr.has_metrics ? "on" : "off",
xr.has_metrics ? xr.metric_count : 0);
}
if (xr.has_performance_settings)
@@ -1611,7 +1441,7 @@ int host_xr_begin_frame(struct halo_xr_frame *frame)
pose_from_xr(&frame->head, &head.pose);
xr.head = head.pose;
}
xr.grips_valid[HALO_XR_HAND_LEFT] = xr.grips_valid[HALO_XR_HAND_RIGHT] = 0;
xr.left_grip_valid = 0;
if (xr.focused)
hands_read(frame);
return 1;
@@ -1652,10 +1482,10 @@ static int copy_layer_region(int layer, uint32_t texture, int clear_alpha, float
int host_xr_copy_layer_region(int layer, uint32_t texture, int clear_alpha, float left, float top, float right,
float bottom)
{
double start = xr.log_metrics ? seconds_now() : 0.0;
double start = xr.has_metrics ? seconds_now() : 0.0;
int copied = copy_layer_region(layer, texture, clear_alpha, left, top, right, bottom);
if (xr.log_metrics && layer >= 0 && layer < HALO_XR_LAYER_COUNT)
if (xr.has_metrics && layer >= 0 && layer < HALO_XR_LAYER_COUNT)
xr.copy_seconds[layer] += seconds_now() - start;
return copied;
}
@@ -1676,7 +1506,7 @@ static int copy_layer_region(int layer, uint32_t texture, int clear_alpha, float
return xr.deferred ? 2 : 1;
wait.timeout = XR_INFINITE_DURATION;
{
double start = xr.log_metrics ? seconds_now() : 0.0;
double start = xr.has_metrics ? seconds_now() : 0.0;
if (!xr_ok(xrAcquireSwapchainImage(swapchain->handle, &acquire, &swapchain->acquired_index),
"xrAcquireSwapchainImage"))
@@ -1685,7 +1515,7 @@ static int copy_layer_region(int layer, uint32_t texture, int clear_alpha, float
}
if (!xr_ok(xrWaitSwapchainImage(swapchain->handle, &wait), "xrWaitSwapchainImage"))
return 0;
if (xr.log_metrics)
if (xr.has_metrics)
xr.acquire_seconds += seconds_now() - start;
}
@@ -1806,7 +1636,7 @@ static int copy_layer_region(int layer, uint32_t texture, int clear_alpha, float
/* deferred: the images the frame's copies kept, released before it ends */
static void release_held(void)
{
double start = xr.log_metrics ? seconds_now() : 0.0;
double start = xr.has_metrics ? seconds_now() : 0.0;
int layer;
for (layer = 0; layer < HALO_XR_LAYER_COUNT; layer++)
@@ -1819,7 +1649,7 @@ static void release_held(void)
swapchain->held = 0;
xr_ok(xrReleaseSwapchainImage(swapchain->handle, &release), "xrReleaseSwapchainImage");
}
if (xr.log_metrics)
if (xr.has_metrics)
xr.release_seconds += seconds_now() - start;
}
@@ -2025,88 +1855,38 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
if (!getenv("HALO_XR_ANY_CORE"))
xr_fast_cores();
}
/* (the app's GPU time, each frame) */
if (xr.has_metrics && xr.gpu_metric >= 0)
{
XrPerformanceMetricsCounterMETA value = { XR_TYPE_PERFORMANCE_METRICS_COUNTER_META };
if (XR_SUCCEEDED(xr.query_metric(xr.session, xr.metric_paths[xr.gpu_metric], &value)) &&
(value.counterFlags & XR_PERFORMANCE_METRICS_COUNTER_ANY_VALUE_VALID_BIT_META))
{
xr.gpu_milliseconds = (value.counterFlags & XR_PERFORMANCE_METRICS_COUNTER_FLOAT_VALUE_VALID_BIT_META) ?
value.floatValue : (float)value.uintValue;
}
}
/* (the compositor's counters sampled every few frames; every five
seconds their means and most, and the core the frames' thread is on) */
if (xr.has_metrics && xr.log_metrics)
/* (every five seconds, the compositor's counters, and the core the
frames' thread is on) */
if (xr.has_metrics)
{
struct timespec now;
if (++xr.metric_frame >= METRICS_EVERY)
{
uint32_t counter;
xr.metric_frame = 0;
for (counter = 0; counter < xr.metric_count; counter++)
{
XrPerformanceMetricsCounterMETA value = { XR_TYPE_PERFORMANCE_METRICS_COUNTER_META };
double number;
if (!XR_SUCCEEDED(xr.query_metric(xr.session, xr.metric_paths[counter], &value)) ||
!(value.counterFlags & XR_PERFORMANCE_METRICS_COUNTER_ANY_VALUE_VALID_BIT_META))
{
continue;
}
number = (value.counterFlags & XR_PERFORMANCE_METRICS_COUNTER_FLOAT_VALUE_VALID_BIT_META) ?
(double)value.floatValue : (double)value.uintValue;
xr.metric_sums[counter] += number;
if (!xr.metric_samples[counter] || number > xr.metric_most[counter])
xr.metric_most[counter] = number;
xr.metric_samples[counter]++;
xr.metric_units[counter] = (int)value.counterUnit;
}
}
clock_gettime(CLOCK_MONOTONIC, &now);
if (now.tv_sec - xr.metrics_logged.tv_sec >= 5)
{
char line[1024] = "";
char line[768] = "";
uint32_t counter;
xr.metrics_logged = now;
for (counter = 0; counter < xr.metric_count; counter++)
for (counter = 0; counter < xr.metric_count && counter < 16; counter++)
{
XrPerformanceMetricsCounterMETA value = { XR_TYPE_PERFORMANCE_METRICS_COUNTER_META };
char name[XR_MAX_PATH_LENGTH];
const char *shown = name;
uint32_t length = 0;
char item[112];
char item[96];
if (!xr.metric_samples[counter] ||
if (!XR_SUCCEEDED(xr.query_metric(xr.session, xr.metric_paths[counter], &value)) ||
!XR_SUCCEEDED(xrPathToString(xr.instance, xr.metric_paths[counter], sizeof(name), &length, name)))
{
xr.metric_samples[counter] = 0;
continue;
}
/* ("/perfmetrics_meta/app/gpu_frametime": "app/gpu_frametime") */
if (strrchr(name, '/'))
{
const char *last = strrchr(name, '/');
shown = last;
while (shown > name && shown[-1] != '/')
shown--;
if (shown == name)
shown = last + 1;
}
snprintf(item, sizeof(item), " %s=%.3g/%.3g%s", shown, xr.metric_sums[counter] / xr.metric_samples[counter],
xr.metric_most[counter], xr.metric_units[counter] == XR_PERFORMANCE_METRICS_COUNTER_UNIT_MILLISECONDS_META ?
"ms" : xr.metric_units[counter] == XR_PERFORMANCE_METRICS_COUNTER_UNIT_PERCENTAGE_META ? "%" : "");
snprintf(item, sizeof(item), " %s=%g", strrchr(name, '/') ? strrchr(name, '/') + 1 : name,
(value.counterFlags & XR_PERFORMANCE_METRICS_COUNTER_FLOAT_VALUE_VALID_BIT_META) ?
(double)value.floatValue : (double)value.uintValue);
if (strlen(line) + strlen(item) < sizeof(line))
strcat(line, item);
xr.metric_sums[counter] = 0.0;
xr.metric_samples[counter] = 0;
}
host_logf(HOST_LOG_INFO, "xr: metrics (mean/most)%s, on core %d", line, sched_getcpu());
host_logf(HOST_LOG_INFO, "xr: metrics%s, on core %d", line, sched_getcpu());
if (xr.timed_frames)
{
double frames = (double)xr.timed_frames;
@@ -2136,10 +1916,10 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
end.layerCount = layer_count;
end.layers = layers;
{
double start = xr.log_metrics ? seconds_now() : 0.0;
double start = xr.has_metrics ? seconds_now() : 0.0;
int ended = xr_ok(xrEndFrame(xr.session, &end), "xrEndFrame");
if (xr.log_metrics)
if (xr.has_metrics)
{
xr.end_seconds += seconds_now() - start;
xr.timed_frames++;
@@ -2148,46 +1928,11 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
}
}
/* the app's GPU time of a recent frame (ms), 0 where the runtime does not
tell it (XR_META_performance_metrics: the Quest's) */
float host_xr_gpu_time(void)
{
return xr.gpu_metric >= 0 ? xr.gpu_milliseconds : 0.0f;
}
void host_xr_set_vignette(float strength)
{
xr.vignette = strength < 0.0f ? 0.0f : strength > 1.0f ? 1.0f : strength;
}
/* the VR options' refresh rates: those the runtime offers (none where it
lets none be chosen, as SteamVR, whose rate is SteamOS's), and the one it
runs at, by XR_FB_display_refresh_rate or else by its frames' period */
int host_xr_refresh_rates(float *rates, int maximum, float *current)
{
float offered[16];
uint32_t count = 0, index;
*current = 0.0f;
if (!xr.initialized)
return 0;
if (xr.has_refresh_rate)
xr.get_refresh_rate(xr.session, current);
if (*current <= 0.0f && xr.frame_state.predictedDisplayPeriod > 0)
*current = 1e9f / (float)xr.frame_state.predictedDisplayPeriod;
if (!xr.has_refresh_rate || !XR_SUCCEEDED(xr.enumerate_refresh_rates(xr.session, 16, &count, offered)))
return 0;
for (index = 0; index < count && (int)index < maximum; index++)
rates[index] = offered[index];
return (int)index;
}
void host_xr_set_refresh_rate(float wanted)
{
if (xr.initialized)
refresh_rate_choose(wanted);
}
void host_xr_haptic(int hand, float amplitude, float seconds)
{
XrHapticActionInfo information = { XR_TYPE_HAPTIC_ACTION_INFO };
@@ -2275,7 +2020,7 @@ void host_xr_test(void)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
window = SDL_CreateWindow("Mjolnir VR", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
window = SDL_CreateWindow("Halo", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
context = window ? SDL_GL_CreateContext(window) : NULL;
if (!context || !SDL_GL_MakeCurrent(window, context))
host_fatal("VR test: no OpenGL ES context: %s", SDL_GetError());
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