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Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 f13ccc98cb Test: our join state enum renamed beside upstream's join progress
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:11:10 +01:00
Stefan MaierandClaude Opus 5.5 499c548ac5 Test: merge upstream/main (network version 39) and OpenCE#486, the VR hand sent as fire origin
For the VR + flat network test of OpenCE#486: upstream's main (network
version 39, client builds as distributed message 92) and the PR's branch
(fire origins, distributed message 93). network_vr.c registers the
weapon hand as the fire origin source; our own host-side use of the VR
poses for the line of sight is dropped in favour of the PR's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:09:43 +01:00
Stefan MaierandClaude Opus 5.5 85dba477c3 Accept a client's fire origin only where a hand firing at the target can be, and let hosts turn it off (#486)
As reviewed: the host cannot tell a VR client from a modified flat one,
so a client could claim a hand 0.4 world units to any side and shoot
around a corner without its camera ever being exposed (the line from the
eye to the hand stops shooting through walls, not around edges).

- The hand must be where one firing at the target can be: no more than
  0.05 world units (0.15 m) behind the eye along the line to the target,
  0.2 (0.6 m: a lean and a hand held out) to its side, and 0.1 (0.3 m)
  above the eye (distributed_fire_origin_shape).
- The hands are looked from only after no eye (nor vehicle gun) had a
  line, and the hits only a hand let through are counted in the host's
  log of clients' hits.
- network.fire_origins (true by default; also a dedicated server's
  setting) turns the hand off: from the camera and vehicles' guns only.
- The message is distributed message 93 (92 is now the client's build).
- A client sends its fire origin when it changes and every eighth tick,
  not every tick.

Checked: ninja android builds without warnings in the changed files;
test_fire_origins.py (15 cases with 9 negative controls: ownership,
reach, the store, the resend and its record, and each of the shape's
three limits) passes, run on macOS as 64-bit; the rest of the harness
fails there only where it did before (32-bit layouts); network_format.py
--record adds message 93 and its structs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:00:40 +01:00
Stefan MaierandClaude Opus 5.5 ba1c3816bd Host: look for line of sight from where a player's shots leave, when a client says it is not the camera
The host's new line of sight check (#474) looks from the shooter's
camera, or a vehicle gun's muzzle. In a VR build (Mjolnir VR, which
plays with OpenCE builds of the same network version) the weapon fires
from the player's hand, and the view follows the head up to 0.35 m from
the body: a shot past a corner or over an edge that the unit's camera is
behind is refused, though the shooter saw and hit the target.

A client whose players' shots leave from elsewhere than their units'
cameras now sends the host, unreliably every tick, where from: an offset
from the camera (distributed message 93, struct distributed_fire_origin),
no further than 0.4 world units (a player leaning out and an arm). The
host takes it for that machine's own players only, held a second, and
the line of sight check looks from there as from a vehicle's gun: the
line from the eye to it must be clear, so a hand through a wall does not
hit. A build registers where its players fire from with
network_damage_set_fire_origin_source; none does here, so this build
sends nothing. No new network version: a host that does not know
message 93 drops it, and such a host checks as before.

Checked: ninja android builds; the new harness test
(tools/harness/tests/test_fire_origins.py: the host takes only a
machine's own players' origins within reach, a client sends only what
its source gives within reach, with negative controls) and the other
network harness tests pass (run on macOS as 64-bit; aim_assist and
latency_meter fail there with or without this change, as they assume
the 32-bit layout); network_format.py --record adds the message and its
structs. Not played in a network game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:00:40 +01:00
bnunu 3c7ed45e6f Merge pull request #434 from s3anyboy/controller_layouts
Recon and fishsticks
2026-10-26 08:35:50 -04:00
S3anyBoy 8bc9c179cb Merge branch 'OpenCommunityEdition:main' into controller_layouts 2026-10-26 06:57:42 -05:00
MrBruhandClaude Opus 5.5 5388f2f418 Write the join screen's menu file again with the browser word for a refused name (tools/port_settings.py)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-27 00:11:19 +13:00
MrBruhandClaude Opus 5.5 09123e997c Let a dedicated server keep words out of its chat and its players' names (server.chat_filter, off by default): streamer mode's list by group and severity (slurs from mild, swearing and insults off by default), "censor" starring a line's words, "block" refusing the line and refusing at the door a machine whose name has them (rejection code 7, "name", which an updated game shows as "The host refused: your player name").
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-27 00:00:42 +13:00
MrBruh d9e9c86e56 Merge pull request #494 from OpenCommunityEdition/client-build-info
Have a client tell the host its build, the GitHub repository it is ma…
2026-10-26 23:24:34 +13:00
MrBruhandClaude Opus 5.5 d0acb3bd61 Have a client tell the host its build, the GitHub repository it is made from and the mods it plays, which a dedicated server shows in /api/players (client) and logs once: a new distributed message older builds drop as a kind they do not know, so the network version stays 39.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 23:20:52 +13:00
MrBruh be29b20fe2 Merge pull request #492 from OpenCommunityEdition/browser-dedicated-masters
Show a game under the server browser's DEDICATED on a master server's…
2026-10-26 21:33:53 +13:00
S3anyBoy 75743bb5c7 Merge branch 'OpenCommunityEdition:main' into controller_layouts 2026-10-26 03:30:33 -05:00
MrBruhandClaude Opus 5.5 41473a55d2 Show a game under the server browser's DEDICATED on a master server's word alone, not its listing's own dedicated flag, which any host can set: a game the brokers alone list is shown as the players'.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 21:28:01 +13:00
MrBruh 51150d617c Merge pull request #491 from OpenCommunityEdition/dedicated-server-chat
Give a public dedicated server its text chat, network.text_chat's (on…
2026-10-26 20:33:45 +13:00
MrBruhandClaude Opus 5.5 1042811584 Give a public dedicated server its text chat, network.text_chat's (on by default, live with sv_set), while a public game a player hosts keeps none: a client follows the host's chat in a game joined from the server browser only when a master server lists it as a dedicated server's, an approved operator's, not on the listing's own word.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 20:33:04 +13:00
MrBruh 0a46688c3d Merge pull request #490 from OpenCommunityEdition/dedicated-server
Dedicated server
2026-10-26 19:49:37 +13:00
MrBruhandClaude Opus 5.5 686e7c8774 Build the server image only after a Build of main, weekly and by hand, not on pull requests, where it built the image of main's last release rather than the request's code.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 19:38:15 +13:00
MrBruhandClaude Opus 5.5 1fc3a35079 Log a failed SDL_Init once, and again only when its reason changes, rather than on every frame that asks for SDL (tens of thousands of lines a minute without a display).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 19:36:55 +13:00
MrBruhandClaude Opus 5.5 27f79d3eb9 Describe the master's /apply as taking the region, from a menu, and the number of servers as its options, its form keeping the display name, the public key, the proof and a note.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 19:09:27 +13:00
MrBruhandClaude Opus 5.5 5653960e78 Open the server browser on ALL GAMES, the dedicated servers first and then the games players host, rather than on DEDICATED: network.browser_source defaults to "all".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 18:11:47 +13:00
MrBruhandClaude Opus 5.5 a8b85a09c0 Let a fleet run the dedicated server: the owner's role over the web from loopback, POST /api/bans and sv_ban_address, sv_stop and sv_restart drains, the players' addresses in events, the server's identity in its status and capabilities in the RCON's hello, and each release's SHA256SUMS signed with the release key (deploy/release-key.pub, tools/release_sign.sh).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 17:21:00 +13:00
S3anyBoy bd362e1e2f Merge branch 'OpenCommunityEdition:main' into controller_layouts 2026-10-25 21:48:51 -05:00
bnunu b09a3ea739 Merge pull request #477 from PeterRichardsonGolf/fix/gun-game-plasma
Gun Game: the plasma rifle and plasma pistol doesn't fire
2026-10-25 16:40:58 -04:00
Stefan MaierandClaude Opus 5.5 04cfd1a12c Host line of sight: a VR player's weapon hand is a muzzle too
Upstream's host now refuses a reported hit when the shooter had no line
of sight to the target, from the unit's camera (or a vehicle gun's
muzzle). A VR player fires from the weapon in their hand, and their view
follows their head up to vr.lean_limit from the body: a shot past a
corner or over an edge that the unit's camera is behind was refused.

The host takes the hand their machine sends (network_vr.c) as a muzzle
in the trail points, as a vehicle's gun: the line from the eye to it
must be clear (no hand through a wall), and it must be within 0.4 world
units (1.2 m) of the camera.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 21:15:43 +01:00
Stefan MaierandClaude Opus 5.5 2b40b42f75 Merge upstream/main (2026-10-25): host line of sight check, early inventories
Network version stays 38. The conflict: upstream's unbinding of the read
framebuffer before the swap (for OBS) goes into the window's branch,
where the swap is (VR presents through vr.c).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 21:11:13 +01:00
MrBruh 43c8f6eebe Read config_answer_only in the config_write test's file writer, so that its probe-writes negative control compiles under clang 23's -Wunused-but-set-global. 2026-10-26 02:44:19 +13:00
MrBruh 5177040890 Ask the official master server, master.opencommunityedition.com, built into the game and the web page, when masters.txt names no master. 2026-10-26 02:26:03 +13:00
MrBruh 815d3a0ca5 Add a dedicated server (halo --server) with its web admin page, RCON, master server listings and the server browser's DEDICATED tab, marking dedicated games in the LAN advertisement and internet listing in network version 39. 2026-10-25 21:37:29 +13:00
S3anyBoy 1095223b2b Merge branch 'OpenCommunityEdition:main' into controller_layouts 2026-10-24 20:48:00 -05:00
bnunu 7fb941b0b2 Merge pull request #474 from johncranston303/los-fix
Stop a client from instantly wiping the whole lobby through walls
2026-10-24 18:51:56 -04:00
John Cranston 933cad12b3 Host: refuse a reported hit with no line of sight to the target. 2026-10-24 13:22:27 -07:00
PeterRichardsonGolfandClaude Opus 5.5 0a8584b260 Test Gun Game's spent weapon check against battery weapons' magazines (#477)
The real gun_game_weapon_empty against a fake plasma rifle (one magazine
holding nothing), pistol and weapon without magazines: full and spent
batteries, rounds loaded, carried and none. Negative controls: the old
return, the empty magazine not skipped, and every magazine skipped, each
caught by a named case. Checked: the test's 7 pass and the whole harness
passes (867).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 13:33:02 -06:00
PeterRichardsonGolfandClaude Opus 5.5 8e8fa4d760 Gun Game: the plasma rifle and plasma pistol can fire
gun_game_weapon_empty used the battery (age) only for a weapon with no
magazines. Halo CE's plasma rifle and plasma pistol have one magazine
block with every count 0, so the loop found no rounds and called them
empty: gun_game_equip deleted the weapon and gave a new one on every
update, and those levels could never fire (bots holding them slid around).

A magazine whose definition holds no rounds is skipped; a weapon with no
magazine that holds rounds is judged by its battery, as one without
magazines is.

Found in Halo CE: Arena Evolved.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 13:25:20 -06:00
bnunu 3a2c4649e8 Merge pull request #466 from medic-code/fix/spawn-inventory-wait
fix(net): apply an inventory once its objects come
2026-10-24 14:49:33 -04:00
medic-code 32604c8e7e Describe in NETCODE.md what a client does with an early inventory
The inventory bullet gains what a client does with an inventory whose
unit or weapons have not come yet, and when it drops one, so the
protocol notes match the retry list.

Checked: documentation only; ninja linux links and
test_retried_inventories.py passes (17 tests).
2026-10-24 20:48:18 +02:00
medic-code 07c8430b5a Keep a client's inventory until its weapons have come too
A weapon is made on the stream too, so an inventory naming one not here
yet left its slot as it was until the host's next inventory. What is
here is still applied at once, and the inventory is kept until every
weapon it names has come, then applied in full with its ammunition.

Checked: ninja linux links with no warnings; test_retried_inventories.py
passes (17 tests): six cases, now including a weapon arriving late, ten
negative controls each failing its own case, and the wiring check.
2026-10-24 20:48:18 +02:00
medic-code 667c2f29a0 Keep a client's inventory until the unit it names has come
An inventory goes as a datagram and a unit is made on the stream, which
can trail it, so one naming a unit not here yet was dropped: a player
just spawned held nothing until the host's next. The client keeps the
newest of each unit's, one per player at most, and applies it once the
unit comes; it is dropped after three host refreshes or at a new game.

Checked: ninja linux links with no warnings; test_retried_inventories.py
passes (15 tests): five cases (unit late, newest kept, list full,
forgotten, expiry), nine negative controls each failing its own case,
and a wiring check.
2026-10-24 20:48:18 +02:00
bnunu 6036adfa2d Merge pull request #445 from johncranston303/obs-capture
OBS's game capture no longer records the game upside down
2026-10-24 14:39:31 -04:00
Stefan MaierandClaude Opus 5.5 9ef32d4304 Merge upstream/main (2026-10-24): OpenCE network version 38
OpenCE gametypes named in the server browser (network version 37), and
the host may leave the shield effects to each player (SHIELD EFFECTS'
PLAYERS' OWN, network version 38). The conflict: our Android listing
declarations stay beside upstream's p2p_set_game_listing with its new
kind.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 10:00:39 +02:00
MrBruh 5e27f3a27b Merge pull request #468 from OpenCommunityEdition/testing
Testing
2026-10-24 14:08:46 +13:00
MrBruh 68d8048333 Let the host leave the shield effects to each player with SHIELD EFFECTS' PLAYERS' OWN, still synced by default, in network version 38. 2026-10-24 14:00:35 +13:00
MrBruh dc7feb1c41 Name OpenCE gametypes in the server browser (SWAT, HC CTF), sending each game's kind with its LAN advertisement and internet listing in network version 37. 2026-10-24 13:44:16 +13:00
Stefan MaierandClaude Opus 5.5 24ddaecd78 Merge upstream/main (2026-10-23): OpenCE network version 36
New gametypes (SWAT, Infection, Gun Game, Hardcore), shield effects the
host's choice in network games, co-op ally friendly fire, network fixes
(scenery shields, tripmines, co-op teleports), Custom Edition HUD and
texture fixes, ASTC for Android GPUs without S3TC.

Left out on purpose: upstream's two Android workarounds for Mali phones,
the GL shadow state refreshed before every draw (prepare_draw) and the
geometry cache bypassed (mirror_range). Both would cost every draw of
both eyes on the Quest, which never showed the corruption they work
around; their tests are skipped. Conflicts: the GL capabilities log
keeps multiview and adds ASTC; xbox_textures.c keeps vr.c's texture work
counters; README.md stays the player's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 21:58:11 +02:00
bnunu dedb3755d4 Merge pull request #462 from OpenCommunityEdition/testing
Merge Testing
2026-10-23 14:03:01 -04:00
bnunu d86e8b01ee Merge branch 'main' into testing 2026-10-23 13:34:20 -04:00
bnunu 3a917551ca Merge pull request #460 from bnunu/halo-ce-universal/coop-client-floor-plane
Co-op clients take a teleport that leaves their feet on a floor's plane
2026-10-23 09:35:48 -04:00
Jonas VolmanandClaude Opus 5.5 d17ecdd6ad Co-op clients take a teleport that leaves their feet on a floor's plane
After 343 Guilty Spark's flood cutscene (x50) with three or more players, a
client could stay on its own screen where the cutscene had parked its
player (at player0_int_base or player1_int_base) while the host had it in
the room. That client saw everyone but itself in the first Flood fight.

A client keeps its own player where it is while the host's position for it
is outside the client's loaded BSP (a BSP switch still on its way). That
was tested at the unit's feet. A teleport can leave the feet a few
millionths below the floor's plane (z -3.1e-6 on the control room's floor
at 0), which bsp3d_test_point counts as solid, so the client never took the
host's position. In a two-player game the only client is player0, whose
spot happens to test inside.

The test now uses the unit's middle: the host's position plus the client's
own feet-to-bounding-sphere offset, against its own bounding sphere center.

Checked on Windows: a hidden c10 host, two joining copies and a system link
bot, the cutscene played and skipped. Before, both clients stayed at the
parking spot; after, every machine has all four players in the room, and
each client still waited at the cutscene's two BSP switches until it had
loaded the BSP. test_elevator_correction passes (its fake object gains
bounding_sphere_center). No network version change: nothing the machines
send or agree on changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 06:33:13 -07:00
bnunu 3c7fe4594c Merge pull request #463 from bnunu/host-shield-effects
Make the shield effects the host's choice in network games
2026-10-23 09:12:00 -04:00
bnunuandClaude Opus 5.5 63fd36775e Make the shield effects the host's choice in network games
The shield glow (display.shield_glow and its Light Show intensity) and the
overshield effect (display.overshield_effect) were each player's own, in
network games too. The glow lights what is around a shield as it flares,
so a player who had it saw enemies a player without it did not, and the
overshield effect keeps an overshielded player lit: anyone who did not
turn them on was at a disadvantage.

Now a network game's are the host's, for every machine: SHIELD EFFECTS in
Server Setup > Player Options (network.shield_effects): STOCK (the
default), GLOW, LIGHT SHOW, OVERSHIELD, GLOW+OVERSHIELD or
SHOW+OVERSHIELD. Each player's own settings apply offline only (the
campaign, split screen), and Video Setup's helps say so.

- network_shield_effects.c: the host sends its choice to each client
  reliably when it is ready (distributed message 91) and to them all when
  it changes, as the aim assist policy is sent; a client takes it only
  from the host's stream, whole and valid, and draws stock until it has it.
  shield_glow.c and overshield_effect.c draw what it says in a network
  game.
- Network version 36: a build that would draw its player's own cannot
  join. network_format.txt recorded.
- Player Options' rows 27 apart in place of 30 (ce_menus.py's
  CHILD_OFFSETS), so that the tenth fits above the help, which keeps its
  three lines, and the screen's divider and buttons stay where they were;
  test_aim_assist.py's layout check follows.

Checked: ninja android builds, the changed files compile for the web, and
CI's tests pass (936). On the Android emulator, Player Options shows the
row and steps through its values with each value's help, and Extra
Effects shows its new helps. Not played as a network game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 05:57:35 -07:00
bnunu 83ae96e2d7 Merge pull request #456 from bnunu/android-etc2-transcode
Give Android GPUs without S3TC DXT1 textures as ASTC 4x4, by moving bits (no encoder)
2026-10-23 08:08:53 -04:00
Jonas VolmanandClaude Opus 5.5 99c2030784 Give Android GPUs without S3TC DXT1 textures as ASTC 4x4, by moving bits
On Android GPUs without S3TC (Mali), DXT textures are decoded on the CPU
and uploaded as 32-bit texels, 8 times DXT1's 4 bits. A DXT1 block is two
565 colors and a 2-bit index per texel, which an ASTC 4x4 block holds
nearly as it is, so where the driver has KHR_texture_compression_astc_ldr
each DXT1 block is now rewritten as an ASTC block (dxt1_astc_block):
8 bits a texel on the GPU, with no encoder, no search and no threads.
- Four colors (c0 > c1): RGB direct endpoints of 8 bits, weights of 0,
  21, 43 and 64 sixty-fourths for DXT's thirds.
- Three colors, none transparent: weights of 0, 32 and 64 (exact).
- Three colors with transparent texels: two planes (alpha's weights of
  its own) and RGBA endpoints of 7 bits, as many as fit; a transparent
  texel takes the darker color where DXT's is black.
- The endpoints are ordered so that the decoder does not swap them and
  blend blue into the others.

DXT3 and DXT5, whose alpha does not fit beside full colors, are decoded as
before, as are volume textures, the web, and GPUs with S3TC or without
ASTC. display.dxt1_astc (Android only, true) turns it off.

On the four maps measured for the earlier encoder (928 of 1,469 DXT
textures DXT1), DXT1's GPU memory goes from 287 MiB to 72 MiB, all
textures' from 439 MiB to about 224 MiB.

Checked: a one-off check, not
kept, decoded 65,536 blocks with astcenc 5.7.0's decoder: no invalid
blocks, colors within 2 of the
game's DXT1 decode, alpha exact. ninja android builds; the CI test suite
passes. Not run on a device.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 04:43:36 -07:00
bnunu fbc71b42de Merge pull request #461 from bnunu/fix-vehicle-set-strings
Show the PC vehicle set's name and help instead of <missing string>
2026-10-23 07:16:08 -04:00
MrBruh cfb212fed9 Add SWAT, Infection, Gun Game and Hardcore as OpenCE gametypes in their own OPENCE bank of Select Gametype, with an OPENCE OPTIONS screen in the gametype editor. 2026-10-23 23:55:39 +13:00
bnunuandClaude Opus 5.5 782f4ce1bd Show the PC vehicle set's name and help instead of <missing string>
Vehicle Options' VEHICLE SET spinner indexes its strings as the sets 0
to 7, then PC (8) and CUSTOM (9) (menu_functions.c's VEHICLE_PRESET_PC
and VEHICLE_PRESET_CUSTOM), but its list had no PC: a side whose set is
CUSTOM showed "<missing string>", and one whose set is PC showed CUSTOM.

6b1d81c7 added the PC string to strings.xml by hand, and f97b3339 made
strings.xml again with tools/ce_menus.py, which wrote only what
port_settings.py says, so it went. It is now one of port_settings.py's
STRING_INSERTS, where making strings.xml again keeps it, and so is its
help: the helps are the rows' values' in turn (gametype_option_help),
so without one, PC showed CUSTOM's help, CUSTOM the first vehicle
count's, and every count the one before its own.

tools/harness/tests/test_vehicle_set_strings.py checks that the list has
the code's sets, that each value has its help, and that strings.xml has
port_settings.py's inserts. On testing, all three fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 03:10:44 -07:00
bnunu f1066974ca Merge pull request #453 from chestahh/opence-customedition-hudfixes
Fix Custom Edition custom HUD placements, textures and bitmap rendering
2026-10-22 18:55:32 -04:00
chestahh 384d9ba5d0 Fix Custom Edition HUD replacements, meters and gameplay prompts
Match stock CE resource sheets by pixel identity and translate stock meter
redraws to CE layouts. Preserve custom artwork, correct mixed-use meter
channels and warning placement, and draw aligned controller glyphs with
High-Res HUD enabled or disabled. Scope Bigass Open v1.1 ammo changes to
its known map name and checksum.

Based on OpenCE testing 4cb621cd. Keep upstream Android texture ownership,
eviction and validation unchanged; use its residency helper in the new
stock CE upscale lookup. No unrelated main-branch commits, networking
changes, regression test files or investigation documents are included.

Validation: Windows portable release build passed; 175 local CE HUD and
Android regression checks passed, 4 asset-dependent checks skipped.
Additional residency checks cover Android-managed pixels, desktop cache
entries, identity rejection and map reset. git diff --check passed.
Android/Web targets are unavailable in this Windows build graph; no new
runtime gameplay validation was performed for this rebase.

Player-Note: Fix Custom Edition HUDs, ammo counters and prompts while preserving custom artwork.
2026-10-22 23:47:28 +01:00
bnunu 4cb621cd26 Merge pull request #450 from OpenCommunityEdition/fix-scenery-shields-network
Scenery shields break, and tripmines go off, for clients as for the host
2026-10-22 18:25:20 -04:00
Stefan MaierandClaude Opus 5.5 4e9de9a11c Merge upstream/main (2026-10-22): co-op script fixes, cached high_res_hud, menu cursor
Network version stays 32. The conflict in D3DDevice_Present: the swap
stays in the window's branch (VR presents through vr.c); upstream's
visibility_read_batch, after the swap, is desktop GL only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 19:23:25 +02:00
GuvenandClaude Opus 5.5 4ab042e144 The stale player damage test's world has static_target_damage [skip ci]
test_stale_player_damage compiles network_damage_deals from the sources,
which now asks static_target_damage whether damage is a static target's
own; its world had static_target but not that, so the test no longer
compiled (the Linux job's failure since the tripmine commit). Its world has
no static targets, so no damage is one's own.

Checked: test_stale_player_damage and test_static_target pass (33); the
whole harness on Windows fails the same 245 environment-bound tests as
testing, no others.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 14:05:58 +01:00
GuvenandClaude Opus 5.5 962c3eca45 A client's hit on its own copy of a tripmine reaches the host's
A tripmine (Altis94's Bigass) is scenery a grenade's effect makes, so each
machine makes its own copy, at an index of its own: the map's scenery is at
the same index everywhere, but such an object need not be. A client's hit
on its copy named an index at which the host had no such object, and was
refused: clients could not shoot their own tripmines to set them off. And
the host's damage to its copy named an index the client had none at, so the
client's copy did not break or go off on its screen.

A machine given another's index of a static target it has no object at
now takes its own nearest static target where the other had it
(network_damage.c's static_target_near): the host, for a client's hit, its
nearest to where the client had the target, within the target's size and
STATIC_TARGET_MATCH_TOLERANCE (a world unit), and then checks the hit as
any other; a client, for the host's damage, its nearest to the damage,
within REPORT_IMPACT_TOLERANCE and an explosion's radius. The map's
scenery, at the same index everywhere, is found by its index as before.
Part of network version 34 (no message changes); NETCODE.md says so.

Checked: the Windows build; network_format.py; test_static_target with
cases of the nearest static target where another machine had one, none
out of reach, no unit or unbreakable scenery, and the nearer of two, and
two negative controls. Not yet checked in a game: a client shooting its
own tripmine, and seeing the host's go off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 13:52:25 +01:00
bnunu ce95f7deed Merge pull request #424 from eltanschauung/fix/coop-a10-softlock
Fix co-op Pillar of Autumn softlock glitch
2026-10-22 08:36:58 -04:00
bnunu a20ced034c Merge branch 'main' into fix/coop-a10-softlock 2026-10-22 08:36:44 -04:00
GuvenandClaude Opus 5.5 ef0e3be45b The host deals a client's player's tripmine going off under its vehicle
A tripmine a client's player throws (Altis94's Bigass) is scenery the
grenade's effect creates, owned by the thrower, so the explosion of its
shield breaking is theirs too. The host deals no damage of a connected
client's player's but what that client reports, and this explosion went
off where the host had it, its vehicle running over the tripmine, so no
client had a hit of it to report: the host's vehicle drove over a client's
tripmine unharmed, though a host's tripmine hurt clients.

What a static target deals itself (network_damage.c's
static_target_damage: the damage's owner object scenery or a device that
damage can break) the host now deals whoever owns it, and a client does
not report it, so that it is dealt once. Part of network version 34 with
the shields' sharing before it; NETCODE.md says so.

Checked: the Windows build; network_format.py; test_static_target with a
case of a tripmine's own damage, a destructible scenery's, a unit's or
projectile's, and none, and a negative control. Not yet checked in a game:
a client's tripmine under the host's vehicle, and whether the client sees
its own copy of that tripmine go off (a tripmine is made in the game, so
it need not be at the host's index on the client).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 13:35:58 +01:00
GuvenandClaude Opus 5.5 5744d2d174 Clients break and see broken the map's scenery shields, as the host does
A scenery or device whose shield is all damage can break (Rat Race's
energy shields, the tripmines of Altis94's Bigass) was no static target
of the netcode, which took only those with a body to destroy
(network_damage.c's static_target). So a client's hits on it were never
reported to the host and the host never sent its damage: clients could
not break the shields, and when the host broke one, clients still saw it
and stood on it while the host saw them floating.

static_target now takes those with a shield too. The host sends its
damage to them, as to destructible scenery, and takes clients' hits on
them. Clients, which otherwise run no object's shields but take the
host's state of them, run these objects' shield stun and recharge
themselves (damage.c's objects_update_shields), since the host sends no
state of the map's scenery: each machine deals the same damage and
recharges the same way, so the shield's regions go and come back on
every machine.

Network version 34: a host and a client must agree on which objects'
damage is shared. NETCODE.md says so and network_format.txt is recorded
for 34.

Checked: the Windows build; the new harness test test_static_target (a
body, a shield only on scenery and on a device, neither, a unit, no
object, and three negative controls, one the old rule); the whole harness
on Windows fails the same 245 environment-bound tests as testing does,
no others; network_format.py. Not yet checked in a game: a client
breaking Rat Race's shields and Bigass's tripmines, and seeing the host's
broken and recharged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 12:33:06 +01:00
bnunu fc22e8467d Merge pull request #442 from bnunu/cache-high-res-hud-setting
Read display.high_res_hud once per settings change, not at every bind
2026-10-22 06:56:16 -04:00
bnunu 9a1160573f Merge pull request #449 from OpenCommunityEdition/coop-ally-friendly-fire
Co-op hosts can make the players' AI allies immune to their fire
2026-10-22 06:49:23 -04:00
GuvenandClaude Opus 5.5 1d38b3f936 Co-op hosts can make the players' AI allies immune to their fire
Server Setup's Co-op Options has ALLY FRIENDLY FIRE
(network.coop_ally_friendly_fire), ON by default as in the campaign. OFF,
the players' weapons, grenades, melee and vehicles do their AI allies no
damage, so that no player can kill Captain Keyes on Truth and
Reconciliation, the Marines, or the other allies a level needs. The AI's
own hits of its allies, the enemies' damage, and FRIENDLY FIRE between
players are unchanged. A hit is the players' when its owner is a player
and the victim is a friendly unit that is no player's, so friendly-team
vehicles are immune to the players too, splatter included. An ally that
cannot die cannot raise an allegiance incident, so the players cannot turn
the Marines hostile either.

The rule is in game_engine_friendly_damage (game_engine.c), which only the
host's damage reaches: a client's hits are the host's to deal. The host
sends the choice with the game's settings, as bit 1 of network_game's
cooperative_flags beside PLAYER COLLISIONS', so network version 33: a
client of version 32 would play the game's settings without it. NETCODE.md
says so, and network_format.txt is recorded for 33.

The menu row is tools/port_settings.py's (COOP_SETUP_SCREENS); only the
server settings screen was written again. Its 8 rows fit above the help
area.

Checked: the Windows build; the harness tests, the new
test_coop_ally_friendly_fire (a player's hit of an ally ON and OFF, the
AI's own hit, players' friendly fire in every mode, no unit, the campaign
without co-op, and four negative controls) and test_coop_scaling_menu with
the eighth row; network_format.py; the Co-op Options screen drawn with the
row; and in play as the host on a10 and a50 (Keyes and the Marines
unharmed with OFF) and b30 (no splatter). Not yet: a client's hits online,
d20's ending, c20's Sentinels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 10:45:03 +01:00
John CranstonandClaude Fable 5.1 a689a8a3fa Unbind the read framebuffer before the swap, for OBS's game capture.
The renderer left the back buffer's render target bound as the read
framebuffer after the display blit. OBS's game capture copies the window
from the read framebuffer bound in the context at SwapBuffers, so it copied
that render target, which is drawn top row first, and the recording was
upside down. Recorded with OBS 32.2.2 before and after: upside down, then
upright.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-22 01:58:46 -07:00
bnunuandClaude Opus 5.5 038252b1ae Read display.high_res_hud once per settings change, not at every bind
texture_entry_result, reached from every texture bind (even the recent
table's fast path in xgpu_texture_get), called
config_boolean("display.high_res_hud"): the settings' lock and a strcmp
over every setting's name, about 2000 times a frame. It is now read again
only when config_changes() moves, as the renderer's other settings are
(per_pixel_lighting in d3d8_gl.c). config_write, the only writer once the
settings are loaded, counts each change, so a change in the menus takes
effect at the next bind as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 19:48:16 -07:00
bnunu 61621e6513 Merge pull request #435 from bnunu/halo-ce-universal/menu-cursor
The menus show a blue arrow cursor in place of the system's
2026-10-21 19:41:11 -04:00
bnunuandClaude Opus 5.5 1d79584ea4 Hide the menus' cursor while a controller is used
The menus turn the pointer on whenever they are up, so a player on a
controller had the arrow left in the middle of the screen until the menu
closed (as with the system's cursor before). Now a controller's button,
or a stick or trigger past its rest (8000, as gamepad_idle has it), hides
the cursor while a menu is up, and the mouse moved or clicked shows it
again. A menu opened while the controller was used last opens without
it: platform_ui_pointer_set_active hides it again after the release's
SDL_ShowCursor.

The warps are not taken for the mouse being used: the one to the middle
as a menu opens (SDL reports it as motion), and the ones back to where
the mouse is held without relative mode. Hidden, the cursor cannot move
the focus, so the d-pad keeps it. Desktop builds only, as the cursor.

Checked: the new functions built with clang -Wall -Wextra -Werror
against SDL 3.4.16 and run on Windows (a controller hides the cursor in
the menus, not in play; the mouse shows it again). The whole game not
built here, nor played with a controller.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 16:40:04 -07:00
bnunuandClaude Opus 5.5 577f718a63 Put the menus' cursor's click point on the arrow's tip
The picture's arrow has a soft edge, so its tip is at (2, 2), not the
picture's corner, where the click point was. MENU_CURSOR_TIP is scaled to
the cursor's size with the picture (rounded): (1, 1) up to 1080p, (2, 2)
at 1440p and 2160p. From GuvenHuso's review.

Checked: built with clang -Wall -Wextra -Werror against SDL 3.4.16 and
run on Windows from 640x480 to 3840x2160, the click point SDL kept read
back at each size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 16:32:10 -07:00
bnunuandClaude Opus 5.5 b68d259c81 Size the menus' cursor to the window, as Halo PC's was
Halo PC drew its cursor in the menus' 640 x 480, so it took the same part
of the screen at any resolution. The cursor was a fixed 20 x 29 (or SDL's
scaling of it on Windows), small at 1440p and 4K. It is now 32 of the
menus' 480 lines tall: 48 pixels at 720p, 72 at 1080p, 96 at 1440p, 144 at
2160p. The lines are the window's height, or for a window narrower than
4:3 its width's three quarters, and the cursor is never under 16 pixels.

menu_cursor_fit makes it from the embedded picture (halved while that is
twice the height or more, then scaled once) and is called at window
creation and at every event pump, where it does nothing unless the
window's size in pixels has changed: resizes and fullscreen toggles
follow. With a pixel density above 1 (macOS, Wayland at a scale) the
cursor is made at its size in points with the pixels' image as its
alternate; SDL_HINT_MOUSE_DPI_SCALE_CURSORS is no longer set, since the
size already comes from the window's pixels.

Checked: the new functions built with clang -Wall -Wextra -Werror
against SDL 3.4.16 and run on Windows at 640x480 to 3840x2160 (cursors
22x32 to 99x144, one made per size change and none when the size is the
same). The cursor SDL makes on Windows matches the picture's rows (the
upside-down arrow seen in an OBS recording was OBS's). The whole game
not built here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 16:03:37 -07:00
bnunu 600edf7bb9 Merge pull request #433 from hkmodd/fix/visibility-readback-nosync
Ask the driver nothing before the swap in the visibility readback
2026-10-21 18:55:09 -04:00
bnunu 0b3b6f0749 Merge pull request #432 from chestahh/opence-android-customedition-fix
Fix Android rendering bugs on Custom Edition maps
2026-10-21 18:31:16 -04:00
bnunu 343716689d Merge branch 'testing' into opence-android-customedition-fix
# Conflicts:
#	.github/workflows/build.yml
2026-10-21 15:23:21 -07:00
Stefan MaierandClaude Opus 5.5 35554cd243 Rename the mod to Mjolnir VR
"Ringfall" is another game's name. Every name players see is now
"Mjolnir VR": the app, the Steam Frame installer and shortcut, the logo
(tools/mjolnir_art.py, was ringfall_art.py), the release's title and
assets (MjolnirVR.apk, mjolnir-vr-android-*.zip,
mjolnir-vr-steam-frame.zip, Install-Mjolnir-VR.desktop), the docs. The
updaters look for Cesarus85/mjolnir-vr, the repository's new name
(GitHub forwards the old one).

Builds 302 to 313 keep working: every release also carries its assets
under their old names, which those builds' updaters and the links
already shared ask for. Kept as they were: the app id, the signing key's
alias, the Steam Frame's ~/Documents/RingfallMjolnirVR and the file
names inside its bundle (an installed game's Steam shortcut starts the
launcher there). The Frame installer now also refreshes the library
pictures of a shortcut that is there already, and says how to rename a
shortcut still called "Ringfall: Mjolnir VR".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 21:01:25 +02:00
hkmoddandClaude Opus 5.5 a0f22cbba7 Ask the driver nothing before the swap in the visibility readback
The desktop readback through the query buffer (711aa46d, aecdd895) asked
the driver for answers at every present before the swap: a GL error three
times, a fence's state once a batch, and a flush. A threaded driver
(NVIDIA's) answers only once its thread has carried out every command
queued before the question, here the whole frame just drawn, so the
render thread stopped working ahead of the driver at every frame. Build
220's readback asked nothing.

Now a batch is sent before the swap and read after it:

- visibility_send_batch, before the swap, writes VISIBILITY_UNCOPIED over
  the batch's places in the coherent mapping, sends the copies and a
  fence, and asks nothing. GL errors are asked for with debug.gl_debug
  only, as the renderer's other per-frame checks are, and the glFlush is
  gone: the swap sends the commands.
- visibility_read_batch, after the swap, reads a batch only once its
  fence has passed (glClientWaitSync with GL_SYNC_FLUSH_COMMANDS_BIT and
  no wait), so completion is still known from the fence; the batch sent
  that present is looked for from the next one. A batch the GPU is late
  with is waited for however long; none is given up on. A place that
  still holds VISIBILITY_UNCOPIED after the fence is a copy that failed,
  seen without asking for GL errors.
- A batch whose copies or fence failed is dropped, as before, and from
  then on the counts are read from each query, as with AMD's driver: a
  dropped batch is not used again, and with the buffer the readback would
  stop once all three had been.

AMD's CPU readback, the counts, the batches and the query ownership from
711aa46d are unchanged.

Checked: tools/harness/tests/test_visibility_readback.py, 5 cases and 7
negative controls. On the code before (its readback taken as the send,
before the swap), 2 cases fail: the driver asked 46 times before the swap
in 12 presents, and a count that was never copied taken for one.
A 4-machine a50 co-op on an RTX 4080 (Windows, 1440p, 4x MSAA,
debug.gl_debug), 120 seconds: 13000 batches sent and 13000 read, every
fence passed by the next present (none unavailable), no GL error, none
dropped, the buffer used throughout, 8649 nonzero counts. The harness
suite fails the same tests with and without the change (those that need
POSIX headers, on Windows). The Windows release build compiles.

Not checked: Linux, Mesa, Intel, AMD (whose path changes only in being
read after the swap), and a 32-player co-op game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 18:23:30 +02:00
bnunu 9f04a51259 Merge pull request #429 from eltanschauung/fix/coop-gravity-lift
Fix co-op gravity lift soft lock glitch
2026-10-21 05:35:42 -04:00
bnunu 1ea29f7675 Merge pull request #419 from chestahh/opence-android-render-fix
Fix Android geometry & graphics corruption by bypassing the persistent geometry cache
2026-10-21 03:42:24 -04:00
Jonas VolmanandClaude Opus 5.5 47981601da Credit pugzysixtyfour for the menus' cursor (#435)
The blue arrow cursor this pull request adds (port/assets/cursor) is
pugzysixtyfour's art. AUTHORS.md says so beside the other art credits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 23:49:00 -07:00
Jonas VolmanandClaude Opus 5.5 a4e4bd8317 The menus show a blue arrow cursor in place of the system's.
With a mouse, the menus' pointer (platform_ui_pointer_set_active) was the
system's cursor. The game window now has a cursor of its own:
port/assets/cursor/menu_cursor.png, an 80 x 116 blue arrow with a
transparent background, embedded by tools/embed_assets.py as the window
icon is and made into an SDL colour cursor when the window is created.

At 100% display scale the cursor is the picture at a quarter of its size
(20 x 29, by two halvings); the picture itself is the alternate image SDL
scales from at larger display scales (SDL_HINT_MOUSE_DPI_SCALE_CURSORS,
which SDL implements on Windows). The hot spot is the arrow's tip, the
picture's top-left corner.

Desktop builds only: the code sits beside the window icon's, so Android
and the web keep theirs. The cursor shows wherever SDL shows one over the
window, which is the menus' pointer, the scoreboard's and a mouse freed
with F12; in play the mouse stays captured and hidden as before.

Checked on Windows: the build, and one start to the main menu with a
hidden window. A check line (not in this commit) logged the cursor made
and active, 20 x 29 with the 80 x 116 alternate, and saved SDL's 20 x 29
image, which looks as intended. Not built here for Linux, where SDL uses
the 20 x 29 image at every display scale.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 23:40:55 -07:00
s3anyboy d97c98c726 Recon and fishsticks
add controller layouts
2026-10-20 21:13:43 -05:00
chestahh 3975480a3b Fix Android Custom Edition texture residency and draw state
Keep synchronous cached CE pixels and hardware headers at stable addresses
outside the fixed Xbox arena, bounded to 128 MiB and 8192 entries. Only
older-frame textures can be evicted; unregister bindings, GPU copies and
channel annotations before freeing, including map/bitmap teardown and flush.
Preserve the original readers, conversion, normal GPU caching and HUD
replacement behavior. Refresh Android GL shadow state before each draw.

Keep the player-tested Android streaming geometry bypass and its regression
tests, since current upstream main does not contain that fix yet. Desktop
and web preserve their cache, upload and draw-state behavior. No fullscreen,
simulation, networking or map-format changes are included.

The engine-owned bitmap getter and teardown require small source hooks,
each marked port:. The renderer admits heap pixels only through a registered
header and validates the resource extent against its allocation. Diagnostics
are limited to unload summaries and the first allocation warning per lifetime.

Device evidence: the tester reports correct rendering and stable FPS, with
zero allocation failures, fallback substitutions or evictions across four CE
visits on Mali-G615 and 87.5 MiB peak residency. Local tests cover stable
uploads, bounds, OOM, frame locks, eviction, cleanup, HUD residency, reduced
diagnostics, normal write tracking, Android-only state refresh and geometry
streaming. All 30 upstream-focused checks passed before final CI validation.
Full Android/web builds require CI because local targets are unavailable.
No fork packaging, branding, map adapters or unrelated changes are included.

Player-Note: Fix Android Custom Edition texture corruption and repeated cache upload hitches.
Player-Note: Prevent stretched or missing geometry on Android by streaming geometry directly.

(cherry picked from commit 4ac4685b96c39b20491095579ce469f8afcd2d3c)
2026-10-21 01:27:08 +01:00
Stefan MaierandClaude Opus 5.5 d4687b24e2 Merge feature/bots-ladders: OpenCE network version 32 (HDR off in VR, Ringfall's host bots kept), bots climb ladders and take partial paths
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 22:05:49 +02:00
eltanschauung 9044950d78 Remove unused co-op script test counter (#429)
The CI compiler treats -Wunused-but-set-global as an error. list_count was incremented by the fixture but never read, so remove it instead of weakening compiler warnings. All 12 targeted regressions, including their negative controls, pass. This changes test code only.
2026-10-20 14:23:46 -04:00
eltanschauung 9d7436bd64 Fix co-op gravity lift teleports for extra players
Match the reverse unit order of hs_players when selecting player0 and followers. The forward datum-order assumption returned no followers, leaving players beyond the two named by a50's lift script in the unloaded outdoor BSP.

Tested the actual a50 transition with a host and two clients, including the played and skipped cutscene placement sequences and settled floor positions. Regression coverage exercises 0-128 players, sparse/dead/recycled slots, output bounds, host authority, and every follower action, with negative controls. Windows and Linux release builds pass. This is host-side placement only; the network protocol is unchanged.

(cherry picked from commit 51abcfff9968eee5b91de2bba9d273b70be91850)
2026-10-20 13:25:38 -04:00
bnunu 951b8387dd Merge pull request #425 from OpenCommunityEdition/readme-rewrite 2026-10-20 08:34:08 -04:00
eltanschauung cdce33647a Fix co-op Pillar of Autumn softlock glitch
A co-op ALL-player trigger could advance after an unchecked teleport, or while (players) was empty during respawn. Pillar of Autumn then permanently closed its blast door with players still outside.

Preserve player-list provenance in the existing unused header word, block empty or unavailable player-list waits only on the co-op host, and recheck all arrivals after gathering. Use the existing crowd fallback and restore rejected placements instead of leaving a player outside the volume or on a BSP switch. Empty AI lists, non-waiting tests and non-host behavior retain their semantics; no network message or protocol changes.

Validated with 17 production-source gate tests and negative controls, covering 1-128 players, failed or displaced teleports, BSP boundaries, retries, list reuse, allocation failure and empty AI/player lists. Windows and Linux release builds and the full local regression suite pass.

(cherry picked from commit 49b4716c4be187a16800300671221a964094e6fb)
2026-10-20 07:25:20 -04:00
chestahh 34c17f11fc Use streamed geometry on Android to prevent cache corruption
Affected Android players report that the cache-bypass APK resolves stretched
and missing geometry, with some also reporting better performance. Decline
persistent vertex/index mirror requests on Android so draws use the existing
streaming fallback and current CPU index extents. No settings are needed.
The exact cache failure mechanism remains unconfirmed.

Keep streaming uploads, frame fences, shaders, texture caching and CPU write
tracking unchanged. Desktop and web retain their existing cache paths.
Xbox and Custom Edition loaders are unchanged. No simulation or network
protocol change is involved.

Carry the focused fix onto OpenCE main without fork history. Resolve the CI
entry against upstream's existing test list and omit fork-only documentation.
Add real-source Android, GLES, desktop and web regression controls, including
large/reused ranges, counter rollover and negative controls. All 33 focused
checks passed locally; the resolved files match the tested adaptation.
Local configure cannot fetch SDL3 and has no Android/web targets; CI must
perform full builds. Device evidence is player feedback on the bypass APK,
not a new on-device or cross-platform multiplayer run of this revision.

Player-Note: Prevent stretched or missing geometry on Android by streaming geometry directly.

(cherry picked from commit ea85578bf80c8d937b8c66704aff6cf6aa96e68b)
2026-10-19 20:21:06 +01:00
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+1 -1
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@@ -1,5 +1,5 @@
blank_issues_enabled: true
contact_links:
- name: How to install
url: https://github.com/Cesarus85/ringfall-mjolnir-vr#install-on-meta-quest-3--3s
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.
+24 -16
View File
@@ -13,7 +13,7 @@ name: Build
# - 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;
# - Ringfall: Mjolnir VR builds only Android (the VR app): the Linux and
# - 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.
@@ -24,7 +24,7 @@ name: Build
# 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).
on:
# (Ringfall: Mjolnir VR: main only; its branches are tried on the headsets
# (Mjolnir VR: main only; its branches are tried on the headsets
# from local builds)
push:
branches: [main]
@@ -52,7 +52,7 @@ env:
jobs:
linux:
# (off: Ringfall: Mjolnir VR ships the Android app only)
# (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
@@ -99,7 +99,7 @@ jobs:
- name: Test
run: |
python -m pytest -q tools/test_linux_port.py tools/test_android_asm_convert.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 -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
- name: Compile cache
@@ -203,7 +203,7 @@ jobs:
retention-days: 3
windows:
# (off: Ringfall: Mjolnir VR ships the Android app only)
# (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.
@@ -279,7 +279,7 @@ jobs:
retention-days: 3
web:
# (off: Ringfall: Mjolnir VR ships the Android app only)
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# Emscripten (emsdk, the version below, cached) builds the web port's
# site (port/web/README.md); the tests check its graph, the page's
@@ -389,18 +389,26 @@ jobs:
- name: Package
run: |
mkdir release
# (Ringfall: Mjolnir VR publishes its Android builds only, under
# (Mjolnir VR publishes its Android builds only, under
# its own name: Updater.java looks for them; the desktop ports are
# built to keep them building)
for config in debug release; do
(cd "artifacts/halo-android-$config" &&
zip -qr "$GITHUB_WORKSPACE/release/ringfall-mjolnir-vr-android-$config.zip" .)
zip -qr "$GITHUB_WORKSPACE/release/mjolnir-vr-android-$config.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 "$GH_REPO"
# the APK itself, for sideloading on the Quest (SideQuest, adb)
cp artifacts/halo-android-release/app-release.apk release/RingfallMjolnirVR.apk
cp artifacts/halo-android-release/app-release.apk release/MjolnirVR.apk
# the same under the names before "Mjolnir VR" (Ringfall: Mjolnir
# VR, builds 302 to 313): their updaters (Updater.java, the Frame's
# launcher) and the links already shared ask for them
cp release/mjolnir-vr-android-debug.zip release/ringfall-mjolnir-vr-android-debug.zip
cp release/mjolnir-vr-android-release.zip release/ringfall-mjolnir-vr-android-release.zip
cp release/mjolnir-vr-steam-frame.zip release/ringfall-mjolnir-vr-steam-frame.zip
cp release/Install-Mjolnir-VR.desktop release/Install-Ringfall-Mjolnir-VR.desktop
cp release/MjolnirVR.apk release/RingfallMjolnirVR.apk
ls -l release
- name: Publish
@@ -415,15 +423,15 @@ jobs:
readme="$GITHUB_SERVER_URL/$GITHUB_REPOSITORY"
{
printf '%s\n\n' "$subject"
printf '**Ringfall: 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 '**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 | `RingfallMjolnirVR.apk` | [Install on Quest](%s#install-on-meta-quest-3--3s) |\n' "$readme"
printf '| Steam Frame | `Install-Ringfall-Mjolnir-VR.desktop` (open it in Desktop Mode) | [Install on Steam Frame](%s#install-on-steam-frame) |\n\n' "$readme"
printf 'The other files are for the built-in updater and the Steam Frame installer.\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 "Ringfall: Mjolnir VR, build $GITHUB_RUN_NUMBER (${GITHUB_SHA:0:7})" --notes-file notes.md
--title "Mjolnir VR, 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
@@ -465,7 +473,7 @@ jobs:
done
pages:
# (off: Ringfall: Mjolnir VR ships the Android app only)
# (off: Mjolnir VR ships the Android app only)
if: ${{ false }}
# The release's web build to GitHub Pages, which serves it at
# https://halocombatevolved.com/ (port/web/README.md, "Hosting"). Only
@@ -586,7 +594,7 @@ jobs:
title="Build failed"; color=15548997
fi
latest="$SERVER/$REPOSITORY/releases/latest"
downloads="[Quest]($latest/download/ringfall-mjolnir-vr-android-release.zip) · [Steam Frame]($latest/download/Install-Ringfall-Mjolnir-VR.desktop) ([all builds]($latest))"
downloads="[Quest]($latest/download/mjolnir-vr-android-release.zip) · [Steam Frame]($latest/download/Install-Mjolnir-VR.desktop) ([all builds]($latest))"
if [ -n "$RELEASE_TAG" ]; then
release="[$RELEASE_TAG]($SERVER/$REPOSITORY/releases/tag/$RELEASE_TAG)"
if [ "$PAGES" = success ]; then
+199
View File
@@ -0,0 +1,199 @@
name: Server image
# The dedicated server's container image (deploy/docker), made from a
# release's halo-linux-release.zip, and the Helm chart's checks
# (deploy/helm/opence-server).
#
# - After each successful Build of main (which publishes release build-<n>):
# the image of that release, checked, pushed to
# ghcr.io/opencommunityedition/opence-server as sha-<commit>, build-<n> and
# latest, and signed keyless with cosign (this workflow's GitHub identity).
# - Weekly, the latest release's image again, for Debian's fixes.
# - By hand, any release's (latest moves only for the newest).
#
# The checks (no game data in CI: it is never published): the image runs as
# 10001:10001; started on a read-only root without maps it writes its
# settings to /state, says "server: no usable maps" and exits 2; halo
# --version answers; the health check fails with nothing listening.
#
# Verify:
# cosign verify ghcr.io/opencommunityedition/opence-server:latest \
# --certificate-identity-regexp '^https://github\.com/OpenCommunityEdition/OpenCE/\.github/workflows/server-image\.yml@' \
# --certificate-oidc-issuer https://token.actions.githubusercontent.com
on:
workflow_run:
workflows: [Build]
types: [completed]
branches: [main]
schedule:
- cron: "23 5 * * 1"
workflow_dispatch:
inputs:
release:
description: "The release to build the image of: a tag (build-206) or latest"
default: latest
concurrency:
group: server-image-${{ github.event_name }}-${{ github.ref }}
cancel-in-progress: false
permissions:
contents: read
env:
IMAGE: ghcr.io/opencommunityedition/opence-server
jobs:
chart:
if: github.event_name != 'workflow_run' || github.event.workflow_run.conclusion == 'success'
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:
if: >-
github.event_name != 'workflow_run' ||
(github.event.workflow_run.conclusion == 'success' && github.event.workflow_run.event == 'push')
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"
+13 -5
View File
@@ -15,19 +15,20 @@ end.
| 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`) |
| `port/linux/game/` | The port's game-side code, compiled as the game's sources are: the distributed netcode (`network_*.c`), co-op, 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`), touch, FOV and more |
| `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 |
| `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`, `xdk_headers.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`) |
| `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` |
@@ -94,6 +95,8 @@ 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)
@@ -110,6 +113,9 @@ Running the game without a person at it:
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
@@ -231,6 +237,8 @@ The decompilation's upstream, punpckhdq/halo, is AGPL 3.0 from 17 October
| [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 |
+2
View File
@@ -10,6 +10,8 @@
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
+15 -12
View File
@@ -1,22 +1,25 @@
<p align="center">
<img src="port/android/steam_frame_grid/library.png" width="640" alt="Ringfall: Mjolnir VR">
<img src="port/android/steam_frame_grid/library.png" width="640" alt="Mjolnir VR">
</p>
# Ringfall: Mjolnir VR
# Mjolnir VR
**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.
Ringfall: Mjolnir VR runs on your headset by itself, without a PC. It
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.
> **Unofficial fan project.** Ringfall: Mjolnir VR is a free,
> **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).
Until build 313 it was called *Ringfall: Mjolnir VR*. Installed builds
update to the new name by themselves, and the old links lead here.
## Contents
- [What you get](#what-you-get)
@@ -86,14 +89,14 @@ that it updates itself.
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 `RingfallMjolnirVR.apk`** from the
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 **Ringfall: Mjolnir VR**. Select **Choose disc image** and pick
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.
@@ -108,14 +111,14 @@ No computer and no keyboard needed.
*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-Ringfall-Mjolnir-VR.desktop`** from the
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 **Ringfall: Mjolnir VR** to your Steam
what the game needs, adds **Mjolnir VR** to your Steam
library and offers to switch back to Gaming Mode.
6. Start **Ringfall: Mjolnir VR** from your library (under *Non-Steam*).
6. Start **Mjolnir VR** from your library (under *Non-Steam*).
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
@@ -155,7 +158,7 @@ telemetry.
## Credits
Ringfall: Mjolnir VR stands on the work of others:
Mjolnir VR stands on the work of others:
- **[OpenCE](https://github.com/OpenCommunityEdition/OpenCE)** (Open
Community Edition): the port of the decompiled game to Linux, Windows
@@ -186,7 +189,7 @@ port it is built on.
## Legal
Ringfall: Mjolnir VR is an unofficial, free, non-commercial fan project.
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
@@ -201,7 +204,7 @@ their games.
### Licence
Ringfall: Mjolnir VR is free software: you can give it to others and change
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.
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# Third-party notices
Ringfall: Mjolnir VR is released under the GNU Affero General Public
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
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*
!healthz.sh
!*.zip
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# a release zip copied here to build the image from (README.md, "Building it")
*.zip
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# 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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# 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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# 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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# 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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# 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.
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# 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
@@ -0,0 +1,6 @@
# 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: {}
@@ -0,0 +1,33 @@
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 }}
@@ -0,0 +1,84 @@
{{/* 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 }}
@@ -0,0 +1,198 @@
{{- 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 }}
@@ -0,0 +1,4 @@
{{- range .Values.extraObjects }}
---
{{ tpl (toYaml .) $ }}
{{- end }}
@@ -0,0 +1,66 @@
{{- 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 }}
@@ -0,0 +1,44 @@
{{- $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 }}
@@ -0,0 +1,23 @@
{{- 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 }}
@@ -0,0 +1,40 @@
# 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 }}
@@ -0,0 +1,21 @@
{{- 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 }}
@@ -0,0 +1,221 @@
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" }
@@ -0,0 +1,39 @@
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 }
@@ -0,0 +1,21 @@
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 }
@@ -0,0 +1,48 @@
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 }
@@ -0,0 +1,43 @@
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 }
@@ -0,0 +1,445 @@
{
"$schema": "https://json-schema.org/draft-07/schema#",
"title": "opence-server values",
"description": "Strict where the chart defines the structure; free-form where values pass through to Kubernetes. values.yaml describes each value.",
"type": "object",
"additionalProperties": false,
"definitions": {
"port": {
"type": "integer",
"minimum": 1,
"maximum": 65535
},
"volume": {
"type": "object",
"additionalProperties": false,
"properties": {
"existingClaim": {
"type": "string"
},
"nfs": {
"type": "object",
"additionalProperties": false,
"properties": {
"server": {
"type": "string"
},
"path": {
"type": "string"
}
}
},
"volume": {
"type": "object"
},
"subPath": {
"type": "string"
}
}
},
"secretValue": {
"type": "object",
"additionalProperties": false,
"properties": {
"value": {
"type": "string"
},
"existingSecret": {
"type": "string"
},
"key": {
"type": "string",
"minLength": 1
}
}
},
"probe": {
"type": "object",
"additionalProperties": false,
"properties": {
"enabled": {
"type": "boolean"
},
"initialDelaySeconds": {
"type": "integer",
"minimum": 0
},
"periodSeconds": {
"type": "integer",
"minimum": 1
},
"timeoutSeconds": {
"type": "integer",
"minimum": 1
},
"failureThreshold": {
"type": "integer",
"minimum": 1
},
"successThreshold": {
"type": "integer",
"minimum": 1
},
"terminationGracePeriodSeconds": {
"type": "integer",
"minimum": 1
}
}
}
},
"properties": {
"global": {
"type": "object"
},
"nameOverride": {
"type": "string"
},
"fullnameOverride": {
"type": "string"
},
"image": {
"type": "object",
"additionalProperties": false,
"required": [
"repository"
],
"properties": {
"repository": {
"type": "string",
"minLength": 1
},
"tag": {
"type": [
"string",
"number"
]
},
"digest": {
"type": "string",
"pattern": "^(sha256:[0-9a-f]{64})?$"
},
"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
@@ -0,0 +1,239 @@
# 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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# 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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{
"_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.
@@ -0,0 +1,203 @@
{
"_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
+1 -1
View File
@@ -1,5 +1,5 @@
> This is the README of [OpenCE](https://github.com/OpenCommunityEdition/OpenCE),
> the port Ringfall: Mjolnir VR is built on, kept for its build and
> 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).
+762
View File
@@ -0,0 +1,762 @@
# 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.
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# 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.
+24 -6
View File
@@ -1,6 +1,7 @@
# Android
The app of Ringfall: Mjolnir VR (application id `io.github.cesarus85.ringfall`;
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:
@@ -232,7 +233,7 @@ These settings are only for Android:
| `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 textures and vertices by page protection. `false`: it compares page contents once a frame instead, which is slower. Refer to "Limits". |
| `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
@@ -542,6 +543,23 @@ 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
@@ -571,11 +589,11 @@ assembly of the port is necessary:
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 and vertices. On the emulator the app compares
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 a write shows one frame later, so moving
geometry can glitch briefly. `debug.memory_watch = false` does the same
on a device. The translation also has no scalar conversion from floating
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.
+8 -6
View File
@@ -10,10 +10,10 @@ 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-Ringfall-Mjolnir-VR.desktop` from the latest release and open it
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 "Ringfall: Mjolnir VR" to the Steam library
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
@@ -23,18 +23,20 @@ release, fetches it and puts it in place as the next start begins
too (settings, saves and game data stay).
The desktop file (`steam_frame_installer.desktop`) downloads the latest
release's `ringfall-mjolnir-vr-steam-frame.zip` (`tools/steam_frame_bundle.py`, made by
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;
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
`Ringfall Mjolnir VR.desktop` beside the game, then the library pictures
`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
@@ -83,7 +85,7 @@ dialogs, for testing over adb; it leaves Steam and its shortcuts alone.
## Starting it on the Frame
A button in the Steam library ("Ringfall: Mjolnir VR", a non-Steam game)
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`),
which starts the game as Steam starts an Android title of its own:
`lepton waitforexitandrun -- ~/Documents/RingfallMjolnirVR/RingfallMjolnirVR.apk`, in a container
+2 -1
View File
@@ -1,6 +1,6 @@
# VR roadmap
What Ringfall: Mjolnir VR (Quest 3, Steam Frame) has, and what comes next, in the
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.
@@ -46,6 +46,7 @@ named where code is taken over.
| 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)
@@ -147,7 +147,7 @@ public class LauncherActivity extends Activity {
layout.setBackgroundColor(Color.rgb(12, 16, 20));
TextView title = new TextView(this);
title.setText("Ringfall: Mjolnir VR needs game data");
title.setText("Mjolnir VR needs game data");
title.setTextColor(Color.WHITE);
title.setTextSize(TypedValue.COMPLEX_UNIT_SP, 24);
title.setGravity(Gravity.CENTER);
@@ -36,7 +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 (ringfall-mjolnir-vr-android-release.zip or
* - Yes: the release's app (mjolnir-vr-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.
@@ -53,8 +53,8 @@ import java.util.zip.ZipInputStream;
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 = "Ringfall: Mjolnir VR";
private static final String REPOSITORY = "Cesarus85/ringfall-mjolnir-vr";
private static final String APP_NAME = "Mjolnir VR";
private static final String REPOSITORY = "Cesarus85/mjolnir-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 */
@@ -240,7 +240,7 @@ final class Updater {
/* ---------- updating */
private static void update(Activity activity, int latest) {
String asset = "ringfall-mjolnir-vr-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
String asset = "mjolnir-vr-android-" + (BuildConfig.DEBUG ? "debug" : "release") + ".zip";
File directory = new File(activity.getCacheDir(), UpdateProvider.DIRECTORY);
LinearLayout layout = new LinearLayout(activity);
TextView status = new TextView(activity);
@@ -153,7 +153,7 @@ final class XisoExtractor {
break;
}
}
// (Ringfall: a European disc in two languages, Spanish and Italian,
// (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
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Ringfall: Mjolnir VR</string>
<string name="app_name">Mjolnir VR</string>
</resources>
+8
View File
@@ -198,4 +198,12 @@ void host_touch_scene(int scene);
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
+35
View File
@@ -0,0 +1,35 @@
/*
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;
}
+2 -2
View File
@@ -65,7 +65,7 @@ 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, "Ringfall: Mjolnir VR", message, NULL);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Mjolnir VR", message, NULL);
_exit(1);
}
@@ -540,7 +540,7 @@ int main(int argc, char *argv[])
{
(void)argc;
(void)argv;
host_logf(HOST_LOG_INFO, "Ringfall: Mjolnir VR starting");
host_logf(HOST_LOG_INFO, "Mjolnir VR starting");
host_install_signal_handlers();
if (host_native_thread_create(game_main, NULL, MAIN_STACK_SIZE) != 0)
host_fatal("cannot start the game thread");
+2 -2
View File
@@ -1256,7 +1256,7 @@ with vr.log_performance: host_main.c) */
android.applicationVM = machine;
android.applicationActivity = activity;
instance.next = &android;
strcpy(instance.applicationInfo.applicationName, "Ringfall Mjolnir VR");
strcpy(instance.applicationInfo.applicationName, "Mjolnir VR");
instance.applicationInfo.applicationVersion = 1;
strcpy(instance.applicationInfo.engineName, "halo-ce-universal");
instance.applicationInfo.engineVersion = 1;
@@ -2275,7 +2275,7 @@ 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("Ringfall: Mjolnir VR", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN);
window = SDL_CreateWindow("Mjolnir VR", 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());
+1
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@@ -85,5 +85,6 @@ host_touch_look_read
host_touch_rumble
host_touch_scene
host_touch_bindings
host_https_get
host_errno
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+28 -12
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@@ -1,6 +1,6 @@
#!/bin/bash
# Ringfall: Mjolnir VR's installer for the Steam Frame, run in its Desktop
# Mode from the bundle the release's "Install Ringfall: Mjolnir VR" desktop
# Mjolnir VR's installer for the Steam Frame, run in its Desktop
# Mode from the bundle the release's "Install Mjolnir VR" desktop
# file downloads (steam_frame_installer.desktop; the bundle: this script,
# RingfallMjolnirVR.apk, ringfall-mjolnir-vr.sh = steam_frame_launch.sh,
# steam_frame_xiso.py and the library pictures in grid/). Everything is
@@ -19,28 +19,31 @@
# Steam Frame Desktop Mode runs inside Gaming Mode's session, which ends
# with Steam. The shortcut of the builds before the name ("Halo VR") is
# left for the player to remove (Steam would write it back).
# RINGFALL_UNATTENDED=1 answers every question with its default and prints
# instead of showing dialogs (RINGFALL_IMAGE: the disc image to use), for
# MJOLNIR_UNATTENDED=1 answers every question with its default and prints
# instead of showing dialogs (MJOLNIR_IMAGE: the disc image to use), for
# testing over adb; it never closes Steam.
BUNDLE="$(cd "$(dirname "$0")" && pwd)"
GAME_DIR="$HOME/Documents/RingfallMjolnirVR"
STEAM_DIR="$HOME/.local/share/Steam"
LEPTON="$STEAM_DIR/steamapps/common/Lepton/lepton"
TITLE="Ringfall: Mjolnir VR"
NAME="Ringfall: Mjolnir VR"
TITLE="Mjolnir VR"
NAME="Mjolnir VR"
APK_NAME="RingfallMjolnirVR.apk"
LAUNCHER="ringfall-mjolnir-vr.sh"
EXE="\"$GAME_DIR/$LAUNCHER\""
# (the desktop file Steam adds the game from)
NAME_FILE="Ringfall Mjolnir VR"
NAME_FILE="Mjolnir VR"
# the builds before the name: their folder and Steam shortcut
OLD_DIR="$HOME/Documents/HaloCE"
OLD_NAME="Halo VR"
# the name of builds 302 to 313, which their shortcut keeps (Steam writes
# its shortcuts back from memory: the player renames it)
FORMER_NAME="Ringfall: Mjolnir VR"
# what the installer did, for looking into problems: written to /tmp while
# it runs, then kept beside the game as install.log
LOG="/tmp/ringfall-mjolnir-vr-install.log"
LOG="/tmp/mjolnir-vr-install.log"
: > "$LOG"
log() { echo "$(date '+%F %T') $*" >> "$LOG"; }
keep_log() { [ -d "$GAME_DIR" ] && cp -f "$LOG" "$GAME_DIR/install.log" 2>/dev/null; }
@@ -59,7 +62,7 @@ steam_running()
pgrep -f 'ubuntu12_32/steam( |$)' >/dev/null || pgrep -x steam >/dev/null
}
unattended() { [ "${RINGFALL_UNATTENDED:-0}" = 1 ] || ! command -v zenity >/dev/null; }
unattended() { [ "${MJOLNIR_UNATTENDED:-0}" = 1 ] || ! command -v zenity >/dev/null; }
info()
{
@@ -185,7 +188,7 @@ PYTHON
# must run), from a desktop file beside the game; then its pictures
add_shortcut()
{
local desktop="$GAME_DIR/$NAME_FILE.desktop" url file id
local desktop="$GAME_DIR/$NAME_FILE.desktop" url
printf '[Desktop Entry]\nType=Application\nName=%s\nExec=%s\nPath=%s\nIcon=steam\nTerminal=false\n' \
"$NAME" "$GAME_DIR/$LAUNCHER" "$GAME_DIR" > "$desktop" && chmod 755 "$desktop" || return 1
url="steam://addnonsteamgame/$(python3 -c 'import sys, urllib.parse; print(urllib.parse.quote(sys.argv[1], safe=""))' "$desktop")"
@@ -195,6 +198,16 @@ add_shortcut()
steam "$url" >/dev/null 2>&1 &
for _ in $(seq 30); do have_shortcut && break; sleep 1; done
have_shortcut || return 1
add_pictures
return 0
}
# the library pictures of the game's shortcut, for every Steam user who has
# it (again on an update: the builds before the name "Mjolnir VR" had
# Ringfall's)
add_pictures()
{
local file id
while read -r file; do
id="$(shortcut_id "$file" "$EXE")" || continue
log "shortcut $id in $file"
@@ -204,7 +217,6 @@ add_shortcut()
cp "$BUNDLE/grid/library_hero.png" "$(dirname "$file")/grid/${id}_hero.png"
cp "$BUNDLE/grid/library_logo.png" "$(dirname "$file")/grid/${id}_logo.png"
done < <(shortcut_files)
return 0
}
# --- the game
@@ -245,7 +257,7 @@ rm -rf "$GAME_DIR/update"
# --- the game data
if [ ! -f "$GAME_DIR/maps/ui.map" ]; then
image="${RINGFALL_IMAGE:-}"
image="${MJOLNIR_IMAGE:-}"
if [ -z "$image" ]; then
mapfile -t images < <(find_images)
for candidate in "${images[@]}"; do
@@ -271,6 +283,7 @@ fi
if have_shortcut; then
log "the Steam shortcut is there"
add_pictures
elif unattended; then
echo "info: the Steam shortcut is missing (not added unattended)"
elif ! steam_running; then
@@ -286,6 +299,9 @@ fi
if have_shortcut_to "$OLD_DIR/halo-vr.sh"; then
info "The library still shows the old \"$OLD_NAME\" from before the game's new name. It no longer starts: remove it in Steam (its gear or Manage > Remove non-Steam game)."
fi
if have_shortcut_to "$FORMER_NAME"; then
info "The library shows the game by its former name, \"$FORMER_NAME\". To call it $NAME there: its gear > Properties, then its name at the top."
fi
if ask "$NAME is installed.${image_note:-}\n\nSwitch to Gaming Mode now? Start $NAME from your library there (its pictures may show once Steam starts again)." yes; then
steamos-session-select gamescope >/dev/null 2>&1 ||
info "Switch to Gaming Mode yourself (the \"Return to Gaming Mode\" icon or the power menu)."
+5 -5
View File
@@ -1,14 +1,14 @@
[Desktop Entry]
# Ringfall: Mjolnir VR's installer for the Steam Frame
# Mjolnir VR's installer for the Steam Frame
# (port/android/STEAM_FRAME.md): a release asset,
# "Install-Ringfall-Mjolnir-VR.desktop", opened in Desktop Mode. It downloads
# "Install-Mjolnir-VR.desktop", opened in Desktop Mode. It downloads
# the latest release's bundle (tools/steam_frame_bundle.py, which fills in
# the repository) and runs its installer, steam_frame_install.sh.
# (no "$", "\" or "%" in Exec: the desktop entry format would need them
# escaped)
Type=Application
Name=Install Ringfall: Mjolnir VR
Comment=Installs Ringfall: Mjolnir VR for the Steam Frame, or updates it
Name=Install Mjolnir VR
Comment=Installs Mjolnir VR for the Steam Frame, or updates it
Icon=steam
Terminal=false
Exec=bash -c "if curl -fL --retry 3 -o /tmp/ringfall-mjolnir-vr-steam-frame.zip https://github.com/@REPOSITORY@/releases/latest/download/ringfall-mjolnir-vr-steam-frame.zip && rm -rf /tmp/ringfall-mjolnir-vr-install && python3 -m zipfile -e /tmp/ringfall-mjolnir-vr-steam-frame.zip /tmp/ringfall-mjolnir-vr-install; then exec bash /tmp/ringfall-mjolnir-vr-install/install.sh; else zenity --error --width=460 --title='Ringfall: Mjolnir VR' --text='Ringfall: Mjolnir VR could not be downloaded. Is the Steam Frame online?'; fi"
Exec=bash -c "if curl -fL --retry 3 -o /tmp/mjolnir-vr-steam-frame.zip https://github.com/@REPOSITORY@/releases/latest/download/mjolnir-vr-steam-frame.zip && rm -rf /tmp/mjolnir-vr-install && python3 -m zipfile -e /tmp/mjolnir-vr-steam-frame.zip /tmp/mjolnir-vr-install; then exec bash /tmp/mjolnir-vr-install/install.sh; else zenity --error --width=460 --title='Mjolnir VR' --text='Mjolnir VR could not be downloaded. Is the Steam Frame online?'; fi"
+2 -2
View File
@@ -1,5 +1,5 @@
#!/bin/bash
# Ringfall: Mjolnir VR on the Steam Frame: Lepton runs the APK in a container of its own,
# Mjolnir VR on the Steam Frame: Lepton runs the APK in a container of its own,
# and installs it anew whenever the APK is newer than the installed one
# (port/android/STEAM_FRAME.md). The game's data: ~/Documents/RingfallMjolnirVR.
# (a container of its own, not the shortcut's id: with that, SteamVR's
@@ -121,7 +121,7 @@ update_check()
log "update: build $latest found (this is $installed), fetching it"
rm -rf "$UPDATE" && mkdir -p "$UPDATE" || return 0
if curl -fsSL --retry 2 --max-time 900 -o "$UPDATE/bundle.zip" \
"https://github.com/$REPOSITORY/releases/download/build-$latest/ringfall-mjolnir-vr-steam-frame.zip" &&
"https://github.com/$REPOSITORY/releases/download/build-$latest/mjolnir-vr-steam-frame.zip" &&
python3 -I -m zipfile -e "$UPDATE/bundle.zip" "$UPDATE/bundle" &&
[ "$(cat "$UPDATE/bundle/build.txt" 2>/dev/null)" = "$latest" ] &&
[ -s "$UPDATE/bundle/RingfallMjolnirVR.apk" ] && [ -s "$UPDATE/bundle/ringfall-mjolnir-vr.sh" ]
+2 -2
View File
@@ -42,7 +42,7 @@ name that no file before it had (ignoring case).
A European disc in two languages (Spanish and Italian) has no maps folder
but one for each, maps_es and maps_it: the one for the language asked for
(RINGFALL_LANGUAGE, else the system's) is taken, else English's, else the
(MJOLNIR_LANGUAGE, else the system's) is taken, else English's, else the
first, and its language written to maps/language.txt, which the game takes
as the Xbox's language while game.language is unset.
"""
@@ -161,7 +161,7 @@ def choose_maps(folders):
if folder[0].lower() == "maps":
return folder, None
languages = [(maps_language(folder[0]), folder) for folder in folders if maps_language(folder[0])]
wanted = (os.environ.get("RINGFALL_LANGUAGE") or os.environ.get("LC_ALL") or
wanted = (os.environ.get("MJOLNIR_LANGUAGE") or os.environ.get("LC_ALL") or
os.environ.get("LC_MESSAGES") or os.environ.get("LANG") or "")[:2].lower()
for preferred in (wanted, "en"):
for language, folder in languages:
+223
View File
@@ -0,0 +1,223 @@
/* Real mirror decisions with a delayed, renaming GPU. No API failures. */
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
typedef int BOOL;
typedef unsigned GLuint, GLenum;
#define TRUE 1
#define FALSE 0
#ifndef TEST_DESKTOP
#define HALO_GLES 1
#endif
#define STREAM_BUFFER_RING 3
#define GL_COPY_WRITE_BUFFER 1
#define GL_DYNAMIC_DRAW 2
#define SEGMENT_SIZE 0x400000u
#define PLATFORM_CONTIGUOUS_SIZE (2 * SEGMENT_SIZE)
static unsigned char cpu[PLATFORM_CONTIGUOUS_SIZE];
#define PLATFORM_CONTIGUOUS_BASE ((unsigned long)cpu)
#define CHECK(x) do { if (!(x)) { fprintf(stderr, "line %d: %s\n", __LINE__, #x); exit(1); } } while (0)
static struct { unsigned long frame, buffer_ring; } device;
static struct { unsigned long mirrored_bytes; } stats;
static unsigned long generations[PLATFORM_CONTIGUOUS_SIZE / 4096], serial;
static unsigned mapped, subdata, overlaps, draws, mismatches, uploads;
static unsigned watch_reads, protections;
/* A subdata update may rename storage immediately and queue preservation
of the old store plus its changed bytes. A later unsynchronized write to
the new store can then be overwritten, even at a disjoint offset. */
static unsigned char *stores[2];
static GLuint bound, next_buffer;
struct command
{
struct command *next;
unsigned char *source, *destination, *expected;
unsigned long offset, size, sequence;
};
static struct command *head, *tail;
static unsigned long submitted, fences[STREAM_BUFFER_RING];
static void enqueue(unsigned char *source, unsigned char *destination,
unsigned char *expected, unsigned long offset, unsigned long size)
{
struct command *command = calloc(1, sizeof(*command));
CHECK(command);
command->source = source;
command->destination = destination;
command->expected = expected;
command->offset = offset;
command->size = size;
command->sequence = ++submitted;
if (tail) tail->next = command;
else head = command;
tail = command;
}
static void complete(unsigned long sequence)
{
while (head && head->sequence <= sequence)
{
struct command *command = head;
if (command->expected)
{
draws++;
if (memcmp(command->source + command->offset, command->expected, command->size)) mismatches++;
free(command->expected);
}
else
{
memcpy(command->destination + command->offset, command->source, command->size);
free(command->source);
}
head = command->next;
free(command);
}
if (!head) tail = NULL;
}
static void host_gl_fence_frame(unsigned slot) { fences[slot] = submitted; }
static void host_gl_wait_frame(unsigned slot) { complete(fences[slot]); }
static void next_frame(void)
{
/* The actual fence/rotation/wait statements from Present. */
#include "rotation.inc"
device.frame++;
}
static unsigned long memory_watch_generation(unsigned long address, unsigned long size)
{
unsigned long page = (address - PLATFORM_CONTIGUOUS_BASE) / 4096;
unsigned long last = (address - PLATFORM_CONTIGUOUS_BASE + size - 1) / 4096, newest = 0;
watch_reads++;
for (; page <= last; page++) if (generations[page] > newest) newest = generations[page];
return newest;
}
static void memory_watch_protect(unsigned long address, unsigned long size) { (void)address; (void)size; protections++; }
static void write_pages(unsigned first, unsigned count, unsigned char value)
{
unsigned page;
for (page = first; page < first + count; page++) generations[page] = ++serial;
memset(cpu + first * 4096, value, count * 4096);
}
static void glGenBuffers(int count, GLuint *buffer) { CHECK(count == 1 && next_buffer < 2); *buffer = ++next_buffer; }
static void glBindBuffer(GLenum target, GLuint buffer) { CHECK(target == GL_COPY_WRITE_BUFFER && buffer && buffer <= 2); bound = buffer - 1; }
static void glBufferData(GLenum target, unsigned long size, const void *data, GLenum usage)
{
CHECK(target == GL_COPY_WRITE_BUFFER && size == SEGMENT_SIZE && !data && usage == GL_DYNAMIC_DRAW);
stores[bound] = calloc(1, size);
CHECK(stores[bound]);
}
static void buffer_upload(GLenum target, unsigned long offset, unsigned long size, const void *data)
{
unsigned char *old = stores[bound], *copy = malloc(size);
CHECK(target == GL_COPY_WRITE_BUFFER && offset + size <= SEGMENT_SIZE && copy);
stores[bound] = calloc(1, SEGMENT_SIZE);
CHECK(stores[bound]);
memcpy(copy, data, size);
enqueue(old, stores[bound], NULL, 0, SEGMENT_SIZE);
enqueue(copy, stores[bound], NULL, offset, size);
subdata++;
uploads++;
}
static void host_gl_buffer_write(GLenum target, unsigned offset, unsigned size, const void *data)
{
struct command *command;
CHECK(target == GL_COPY_WRITE_BUFFER && offset + size <= SEGMENT_SIZE);
for (command = head; command; command = command->next)
{
if (command->destination == stores[bound] && offset < command->offset + command->size &&
command->offset < offset + size) overlaps++;
if (command->expected && command->source == stores[bound] && offset < command->offset + command->size &&
command->offset < offset + size) overlaps++;
}
memcpy(stores[bound] + offset, data, size);
mapped++;
uploads++;
}
#include "mirror.inc"
static int draw_pages(unsigned first, unsigned count)
{
GLuint buffer;
unsigned long offset;
unsigned char *expected;
if (!mirror_range(PLATFORM_CONTIGUOUS_BASE + first * 4096, count * 4096, &buffer, &offset, NULL)) return 0;
expected = malloc(count * 4096);
CHECK(expected);
memcpy(expected, cpu + first * 4096, count * 4096);
enqueue(stores[buffer - 1], NULL, expected, offset, count * 4096);
return 1;
}
int main(int argc, char **argv)
{
unsigned index, old_uploads;
int rollover = argc > 1 && !strcmp(argv[1], "rollover");
device.frame = rollover ? ~0UL - 1 : 100;
#ifdef HALO_ANDROID
/* First-use and reused ranges must always go to the caller's existing
streaming path, without creating GPU storage or consulting tracking. */
for (index = 0; index < 1200; index++)
{
GLuint buffer = 99;
unsigned long offset = 77, generation = 55;
write_pages(0, 300, (unsigned char)index);
CHECK(!mirror_range(PLATFORM_CONTIGUOUS_BASE, 300 * 4096, &buffer, &offset, &generation));
CHECK(buffer == 99 && offset == 77 && generation == 55);
CHECK(!draw_pages(0, 1));
CHECK(!draw_pages(1023, 2));
CHECK(!draw_pages(1024, 1));
next_frame();
}
CHECK(!next_buffer && !uploads && !watch_reads && !protections && !stats.mirrored_bytes);
fprintf(stderr, "bypassed=4800 allocations=0 uploads=0 watch_reads=0 protections=0\n");
return 0;
#endif
write_pages(0, 1, 1);
CHECK(draw_pages(0, 1));
CHECK(watch_reads && protections);
next_frame();
/* An ordinary reused allocation: some previously mirrored pages and
some first-time pages. 300 pages also crosses the 256-page refresh chunk. */
write_pages(0, 300, 2);
CHECK(draw_pages(0, 300));
CHECK(draw_pages(0, 1));
next_frame();
write_pages(300, 1, 3);
CHECK(draw_pages(300, 1));
next_frame();
write_pages(301, 1, 4);
CHECK(draw_pages(301, 1));
/* A different segment has no pending preservation copy. */
write_pages(1024, 1, 5);
CHECK(draw_pages(1024, 1));
CHECK(!draw_pages(1023, 2)); /* segment boundary streams instead */
for (index = 0; index < STREAM_BUFFER_RING; index++) next_frame();
index = mapped;
write_pages(302, 1, 6);
CHECK(draw_pages(302, 1));
#if defined(HALO_ANDROID) || defined(TEST_DESKTOP)
CHECK(mapped == 0); /* every persistent-cache upload is ordered */
#else
CHECK(mapped == index + 1); /* fast path returns after the fence */
#endif
complete(submitted);
old_uploads = uploads;
/* CPU generations are unchanged: any GPU damage is retained. */
for (index = 0; index < 1200; index++)
{
CHECK(draw_pages(256, 1));
next_frame();
}
complete(submitted);
CHECK(uploads == old_uploads);
fprintf(stderr, "mapped=%u subdata=%u overlaps=%u bad_draws=%u draws=%u repair_uploads=%u\n",
mapped, subdata, overlaps, mismatches, draws, uploads - old_uploads);
for (index = 0; index < 2; index++) free(stores[index]);
CHECK(overlaps == 0 && mismatches == 0);
return 0;
}
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+317
View File
@@ -0,0 +1,317 @@
{
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"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_meters",
"bitmap": 0,
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+82
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{
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{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 1, "width": 128, "height": 32, "size": 16384, "crc": 1382921092},
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]
}
+65 -194
View File
@@ -1,197 +1,68 @@
{
"note": "High-res HUD textures whose bitmap has the same layout in Halo Custom Edition (the same sprites, the same size or twice it), compared against the stock bitmaps.map and bloodgulch.map; hud_hires.c draws them for a Custom Edition map's stock bitmap of that name as well.",
"assets": [
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"bitmap": 0
},
{
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},
{
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},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_outlines",
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},
{
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"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons",
"bitmap": 1
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons",
"bitmap": 2
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons",
"bitmap": 3
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons",
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},
{
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"bitmap": 0
},
{
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},
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{
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},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 2
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 3
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 4
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 5
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 6
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds",
"bitmap": 7
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_waypoints",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds",
"bitmap": 1
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds",
"bitmap": 2
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds",
"bitmap": 3
},
{
"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds",
"bitmap": 4
},
{
"tag": "ui\\hud\\bitmaps\\hud_health_base",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\hud_multiplayer",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\hud_sensor_blip",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\hud_sensor_blip_custom",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\hud_sweeper",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\hud_sweeper_mask",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\pistol\\pistol_scope_mask",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\pistol\\pistol_scope_mask split",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2",
"bitmap": 1
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2",
"bitmap": 2
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2",
"bitmap": 3
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2",
"bitmap": 4
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm",
"bitmap": 1
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm",
"bitmap": 2
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm",
"bitmap": 3
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm",
"bitmap": 4
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_mask2",
"bitmap": 0
},
{
"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_mask_sm",
"bitmap": 0
},
{
"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks",
"bitmap": 0
},
{
"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks2",
"bitmap": 0
},
{
"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks_mask",
"bitmap": 0
}
]
}
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_outlines", "bitmap": 0, "width": 128, "height": 32, "size": 4096, "crc": 2685300349},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_outlines", "bitmap": 1, "width": 128, "height": 8, "size": 1024, "crc": 2768572645},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_outlines", "bitmap": 2, "width": 128, "height": 32, "size": 4096, "crc": 4194268279},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_outlines", "bitmap": 3, "width": 128, "height": 32, "size": 4096, "crc": 1151077783},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons", "bitmap": 0, "width": 32, "height": 16, "size": 2048, "crc": 3757329756},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons", "bitmap": 1, "width": 64, "height": 16, "size": 4096, "crc": 1699380589},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons", "bitmap": 2, "width": 32, "height": 16, "size": 2048, "crc": 1250297732},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons", "bitmap": 3, "width": 32, "height": 16, "size": 2048, "crc": 1096370127},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_type_icons", "bitmap": 4, "width": 32, "height": 16, "size": 2048, "crc": 1461299380},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_counter_numbers", "bitmap": 0, "width": 128, "height": 128, "size": 65536, "crc": 22576901},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_damage_arrows", "bitmap": 0, "width": 256, "height": 256, "size": 262144, "crc": 4014689458},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 0, "width": 256, "height": 64, "size": 65536, "crc": 3748199011},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 1, "width": 128, "height": 32, "size": 16384, "crc": 550837563},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 2, "width": 256, "height": 32, "size": 32768, "crc": 2456043857},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 3, "width": 256, "height": 32, "size": 32768, "crc": 1948057961},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 4, "width": 256, "height": 16, "size": 16384, "crc": 2860676839},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 5, "width": 128, "height": 8, "size": 4096, "crc": 3272812517},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 6, "width": 128, "height": 128, "size": 65536, "crc": 1984211349},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_backgrounds", "bitmap": 7, "width": 64, "height": 64, "size": 16384, "crc": 1269964274},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_waypoints", "bitmap": 0, "width": 128, "height": 128, "size": 65536, "crc": 1547299393},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 0, "width": 128, "height": 32, "size": 16384, "crc": 2336761448},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 1, "width": 128, "height": 32, "size": 16384, "crc": 1382921092},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 2, "width": 128, "height": 32, "size": 16384, "crc": 2368424546},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 3, "width": 128, "height": 128, "size": 65536, "crc": 2101251412},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_weapon_backgrounds", "bitmap": 4, "width": 64, "height": 64, "size": 16384, "crc": 1083921210},
{"tag": "ui\\hud\\bitmaps\\hud_health_base", "bitmap": 0, "width": 128, "height": 32, "size": 8192, "crc": 2334111445},
{"tag": "ui\\hud\\bitmaps\\hud_multiplayer", "bitmap": 0, "width": 64, "height": 32, "size": 2048, "crc": 279669690},
{"tag": "ui\\hud\\bitmaps\\hud_sensor_blip", "bitmap": 0, "width": 32, "height": 32, "size": 1024, "crc": 2905414509},
{"tag": "ui\\hud\\bitmaps\\hud_sensor_blip_custom", "bitmap": 0, "width": 32, "height": 32, "size": 512, "crc": 2318551224},
{"tag": "ui\\hud\\bitmaps\\hud_sweeper", "bitmap": 0, "width": 64, "height": 64, "size": 4096, "crc": 1530348706},
{"tag": "ui\\hud\\bitmaps\\hud_sweeper_mask", "bitmap": 0, "width": 64, "height": 64, "size": 4096, "crc": 3264958306},
{"tag": "ui\\hud\\bitmaps\\pistol\\pistol_scope_mask", "bitmap": 0, "width": 256, "height": 256, "size": 262144, "crc": 1764629049},
{"tag": "ui\\hud\\bitmaps\\pistol\\pistol_scope_mask split", "bitmap": 0, "width": 256, "height": 256, "size": 262144, "crc": 343664195},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2", "bitmap": 0, "width": 64, "height": 256, "size": 65536, "crc": 2440566533},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2", "bitmap": 1, "width": 64, "height": 256, "size": 65536, "crc": 1451459225},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2", "bitmap": 2, "width": 128, "height": 8, "size": 4096, "crc": 2199832653},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2", "bitmap": 3, "width": 128, "height": 8, "size": 4096, "crc": 1036536086},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs2", "bitmap": 4, "width": 8, "height": 128, "size": 4096, "crc": 3263269116},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm", "bitmap": 0, "width": 32, "height": 128, "size": 16384, "crc": 703763697},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm", "bitmap": 1, "width": 32, "height": 128, "size": 16384, "crc": 183991369},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm", "bitmap": 2, "width": 128, "height": 4, "size": 2048, "crc": 2030486740},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm", "bitmap": 3, "width": 128, "height": 4, "size": 2048, "crc": 1345205876},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_crosshairs_sm", "bitmap": 4, "width": 4, "height": 64, "size": 1024, "crc": 1676080439},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_mask2", "bitmap": 0, "width": 512, "height": 256, "size": 524288, "crc": 2575239539},
{"tag": "ui\\hud\\bitmaps\\sniper\\sniper_scope_mask_sm", "bitmap": 0, "width": 256, "height": 256, "size": 262144, "crc": 2593381205},
{"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks", "bitmap": 0, "width": 8, "height": 512, "size": 4096, "crc": 2262136367},
{"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks2", "bitmap": 0, "width": 8, "height": 512, "size": 4096, "crc": 2208884634},
{"tag": "weapons\\sniper rifle\\bitmaps\\angle_ticks_mask", "bitmap": 0, "width": 8, "height": 256, "size": 2048, "crc": 283547923},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_unit_meters", "bitmap": 0, "width": 512, "height": 512, "size": 262144, "crc": 3491893663, "replacement": "ce_hud_unit_meters"},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_ammo_meters", "bitmap": 0, "width": 512, "height": 512, "size": 1048576, "crc": 1316117604, "replacement": "ce_hud_ammo_meters"},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 0, "width": 128, "height": 128, "size": 65536, "crc": 2514937598},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 1, "width": 64, "height": 64, "size": 16384, "crc": 1934334840},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 2, "width": 64, "height": 64, "size": 16384, "crc": 2036152485},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 3, "width": 64, "height": 64, "size": 16384, "crc": 1222075981},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 4, "width": 64, "height": 64, "size": 16384, "crc": 3524091297},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 5, "width": 64, "height": 64, "size": 16384, "crc": 1478490245},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 6, "width": 64, "height": 64, "size": 16384, "crc": 2425719365},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 7, "width": 64, "height": 64, "size": 16384, "crc": 2841977525},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 8, "width": 64, "height": 64, "size": 16384, "crc": 1789610607},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 9, "width": 64, "height": 64, "size": 16384, "crc": 10769595},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 10, "width": 64, "height": 64, "size": 16384, "crc": 112721360},
{"tag": "ui\\hud\\bitmaps\\combined\\hud_reticles", "bitmap": 11, "width": 64, "height": 64, "size": 16384, "crc": 1500905970}
],
"resource_sha256": "317658e0ebd4aa189bac68e994fe0b515928f44d17b62ba676d8850aa329dd3d"
}
+3 -8
View File
@@ -10,18 +10,13 @@ do (save a setting, join a game) does not happen; the screens open and close as
| Function | Uses | |
| --- | --- | --- |
| `common button bar update` | 28 | PC function |
| `common button bar update` | 29 | PC function |
| `direct ip connect init` | 1 | PC function |
| `direct ip connect update` | 1 | PC function |
| `direct ip edit field` | 4 | PC function |
| `gamespy screen update` | 1 | PC function |
| `gamespy select button` | 8 | PC function |
| `gamespy select header` | 22 | PC function |
| `gamespy select item` | 49 | PC function |
| `gamespy update filter settings` | 2 | PC function |
| `gt edit list update` | 1 | PC function |
| `gt select list update` | 1 | PC function |
| `mouse spinner 1wide click` | 84 | PC function |
| `mouse spinner 1wide click` | 99 | PC function |
| `mp map list update` | 1 | PC function |
| `mp prof init teamplay options` | 1 | PC function |
| `mp prof init vehicle options` | 1 | PC function |
@@ -33,4 +28,4 @@ do (save a setting, join a game) does not happen; the screens open and close as
| `ss edit server name` | 2 | PC function |
| `ss start game` | 2 | PC function |
Wired: `campaign menu continue`, `campaign menu init`, `controls back handler`, `controls begin binding`, `controls screen change set`, `controls screen defaults`, `controls screen init`, `controls update menu`, `difficulty item select`, `direct ip connect go`, `emit custom activation event`, `gamespy back handler`, `gamespy dismiss error`, `gamespy dismiss filters`, `gamespy screen dispose`, `gamespy screen init`, `load game list update`, `load game menu activated`, `load game menu delete finish`, `load game menu delete request`, `load game menu dispose`, `load game menu init`, `main menu quit game`, `mouse emit accept event`, `mouse emit back event`, `mouse emit x event`, `mp type set mode`, `profile manager select`, `profile set edit begin`, `single prev cl item activated`, `solo map list update`, `ss edit server password`.
Wired: `campaign menu continue`, `campaign menu init`, `controls back handler`, `controls begin binding`, `controls screen change set`, `controls screen defaults`, `controls screen init`, `controls update menu`, `difficulty item select`, `direct ip connect go`, `emit custom activation event`, `gamespy back handler`, `gamespy dismiss error`, `gamespy dismiss filters`, `gamespy screen dispose`, `gamespy screen init`, `gamespy screen update`, `gamespy select button`, `gamespy select header`, `gamespy select item`, `gamespy update filter settings`, `load game list update`, `load game menu activated`, `load game menu delete finish`, `load game menu delete request`, `load game menu dispose`, `load game menu init`, `main menu quit game`, `mouse emit accept event`, `mouse emit back event`, `mouse emit x event`, `mp type set mode`, `profile manager select`, `profile set edit begin`, `single prev cl item activated`, `solo map list update`, `ss edit server password`.
@@ -3,7 +3,7 @@
<menus>
<widget name="main_menu/multiplayer_type_select/join_game/filters/empty_servers_label" type="text" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/empty_servers_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="strings/var_boolean" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<widget name="main_menu/multiplayer_type_select/join_game/filters/empty_servers_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196" strings="NO|YES" setting="network.browser_show_empty" values="false|true">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/filters_button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
@@ -22,10 +22,8 @@
<data input="game settings lists text update"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_empty_servers" x="54" y="73"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_full_servers" x="54" y="103"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_ping" x="54" y="133"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_game_type" x="54" y="163"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_game_options" x="54" y="193"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_installed_maps" x="54" y="223"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_game_type" x="54" y="133"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/op_installed_maps" x="54" y="163"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/filters_button_bar" y="449"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/filters_screen" width="640" height="480" flags="pass_unhandled_to_focused_child force_handle_mouse" bitmap="bitmaps/gradient_big">
@@ -34,24 +32,19 @@
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/full_servers_label" type="text" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" string_index="1" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/full_servers_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="strings/var_boolean" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/game_options_label" type="text" controller="1" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" string_index="4" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/game_options_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/multiplayer_type_select/join_game/filters/var_filter_game_options" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<widget name="main_menu/multiplayer_type_select/join_game/filters/full_servers_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196" strings="NO|YES" setting="network.browser_show_full" values="false|true">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/game_type_label" type="text" controller="1" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" string_index="3" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/game_type_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/multiplayer_type_select/join_game/filters/var_filter_gametype" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings one_tooltip" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<widget name="main_menu/multiplayer_type_select/join_game/filters/game_type_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings one_tooltip" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196" strings="ANY|CTF|SLAYER|ODDBALL|KING|RACE" setting="network.browser_gametype" values="any|ctf|slayer|oddball|king|race">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/header_filters" controller="1" left="35" top="11" width="395" height="59" bitmap="main_menu/multiplayer_type_select/join_game/filters/header_filters">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/installed_maps_label" type="text" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" string_index="5" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/installed_maps_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="strings/var_boolean" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<widget name="main_menu/multiplayer_type_select/join_game/filters/installed_maps_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196" strings="NO|YES|IF DOWNLOADABLE" setting="network.browser_maps" values="no|yes|downloadable">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/op_empty_servers" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
@@ -62,10 +55,6 @@
<child widget="main_menu/multiplayer_type_select/join_game/filters/full_servers_label"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/full_servers_spinner" x="300" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/op_game_options" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/join_game/filters/game_options_label"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/game_options_spinner" x="300" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/op_game_type" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/join_game/filters/game_type_label"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/game_type_spinner" x="300" y="1"/>
@@ -74,13 +63,4 @@
<child widget="main_menu/multiplayer_type_select/join_game/filters/installed_maps_label"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/installed_maps_spinner" x="300" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/op_ping" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/join_game/filters/ping_label"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/ping_spinner" x="300" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/ping_label" type="text" controller="1" width="300" height="22" string_list="main_menu/multiplayer_type_select/join_game/filters/filter_options" string_index="2" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/filters/ping_spinner" type="spinner" left="3" top="2" width="187" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/multiplayer_type_select/join_game/filters/var_filter_ping" font="ui\large_ui" color="#FF2896FF" align="center" list_flags="items_from_strings one_tooltip" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 190 19 196">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
</menus>
@@ -52,6 +52,53 @@
<string text="That is not the game's password. Try again."/>
<string text="Could not join the game."/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/browser_words">
<string text="of"/>
<string text="players"/>
<string text="player"/>
<string text="under way"/>
<string text="full or starting"/>
<string text="Dedicated server by"/>
<string text="listed on"/>
<string text="master server"/>
<string text="master servers"/>
<string text="Dedicated server"/>
<string text="Hosted by a player (anonymous listing)"/>
<string text="Password required"/>
<string text="Needs the newer build: Settings &gt; Network Setup &gt; Check for updates"/>
<string text="Runs an older build: it can be joined once it updates"/>
<string text="Asking the brokers for the host..."/>
<string text="The host answered: connecting (UDP hole punching)..."/>
<string text="Connected: joining the game..."/>
<string text="The host did not answer (offline, or its listing is stale)"/>
<string text="No route to the host: a forwarded port on either side helps"/>
<string text="The host refused: full"/>
<string text="The host refused: closed"/>
<string text="The host refused: banned"/>
<string text="The host refused: wrong password"/>
<string text="The host refused: another version"/>
<string text="The host refused: its invite changed"/>
<string text="Strict NAT: turn on UPnP, or forward a port"/>
<string text="Internet play is off (Settings)"/>
<string text="The server browser is off (network.public_lobby)"/>
<string text="Looking for public games..."/>
<string text="Games on a newer version (update the game to join them):"/>
<string text="No public games found"/>
<string text="No games match the filters"/>
<string text="No master server answered: showing player-hosted games only"/>
<string text="dedicated"/>
<string text="JOINING"/>
<string text="NEWER"/>
<string text="OLDER"/>
<string text="FAILED"/>
<string text="LIVE"/>
<string text="CLOSED"/>
<string text="Internet play is off:\nSettings &gt; Network Setup"/>
<string text="Neither the master servers\nnor the brokers answer:\ncheck the connection"/>
<string text="The host refused: your player name"/>
</strings>
<widget name="main_menu/multiplayer_type_select/join_game/error_words" type="text" controller="1" width="280" height="159" bitmap="bitmaps/alert_bkd" font="ui\large_ui" color="#FF2896FF" text_x="9" text_y="35" text_flags="no_focus_test">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/header_server_browser" controller="1" left="35" top="11" width="363" height="59" bitmap="main_menu/multiplayer_type_select/join_game/header_server_browser">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/header_direct_link" controller="1" left="35" top="11" width="363" height="59" bitmap="main_menu/multiplayer_type_select/join_game/header_direct_link">
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- The PC version's menus: ui\shell\main_menu\multiplayer_type_select\join_game (tools/ce_menus.py) -->
<menus>
<widget name="main_menu/multiplayer_type_select/join_game/browser_mode_spinner" type="spinner" left="3" top="2" width="97" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/multiplayer_type_select/join_game/join_game_mode" font="ui\large_ui" color="#FFCCCCCC" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 100 19 106">
<widget name="main_menu/multiplayer_type_select/join_game/browser_mode_spinner" type="spinner" left="3" top="2" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" color="#FFCCCCCC" align="center" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" strings="ALL GAMES|DEDICATED|P2P GAMES" setting="network.browser_source" values="all|dedicated|players" width="117" footer_bounds="7 120 19 126" font="ui\small_ui" text_y="3">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/gamespy_error_fullscreen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/black">
@@ -9,6 +9,7 @@
<on event="start" run="gamespy dismiss error"/>
<on event="b" run="gamespy dismiss error"/>
<on event="back" run="gamespy dismiss error"/>
<child widget="main_menu/multiplayer_type_select/join_game/error_words" x="192" y="176"/>
<child widget="error/error_modal"/>
<child widget="error/error_modal_button_bar" x="194" y="309"/>
</widget>
@@ -110,8 +111,8 @@
<child widget="main_menu/multiplayer_type_select/join_game/gamespy_error_fullscreen"/>
<child widget="main_menu/multiplayer_type_select/join_game/filters/filters_screen"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/op_browser_mode" width="150" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds_sm2" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/join_game/browser_mode_spinner" x="25" y="1"/>
<widget name="main_menu/multiplayer_type_select/join_game/op_browser_mode" width="150" height="28" flags="pass_unhandled_to_focused_child" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/join_game/browser_mode_spinner" x="16" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/op_sort_header_classic" width="20" height="18" bitmap="bitmaps/server_header_background_0" string_list="main_menu/multiplayer_type_select/join_game/join_game_column_headers" string_index="1" font="ui\small_ui" color="#FFFFFFFF" text_y="1">
<on event="a" run="gamespy select header"/>
@@ -166,12 +167,12 @@
<child widget="main_menu/multiplayer_type_select/join_game/header_sort_arrows" x="24" y="4"/>
<child widget="main_menu/multiplayer_type_select/join_game/sort_header_type"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/page_count_label" type="text" controller="1" width="170" height="30" font="ui\small_ui" color="#FFFFFFFF" text_flags="no_focus_test">
<widget name="main_menu/multiplayer_type_select/join_game/page_count_label" type="text" controller="1" width="170" height="30" font="ui\small_ui" color="#FFFFFFFF" text_flags="no_focus_test" align="center">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/player_count_label" type="text" controller="1" width="170" height="30" font="ui\small_ui" color="#FFFFFFFF" text_flags="no_focus_test">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/screen_stats_container" controller="1" width="640" height="480" color="#FFFFFFFF" align="right">
<child widget="main_menu/multiplayer_type_select/join_game/server_count_label" x="450" y="60"/>
<child widget="main_menu/multiplayer_type_select/join_game/server_count_label" x="410" y="60"/>
<child widget="main_menu/multiplayer_type_select/join_game/player_count_label" x="15" y="60"/>
<child widget="main_menu/multiplayer_type_select/join_game/page_count_label" x="310" y="60"/>
</widget>
@@ -191,7 +192,7 @@
<on event="left_mouse" run="mouse emit accept event"/>
<child widget="main_menu/multiplayer_type_select/join_game/scroll_up_arrow" x="268" y="3"/>
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/server_count_label" type="text" controller="1" width="170" height="30" font="ui\small_ui" color="#FFFFFFFF" align="right" text_flags="no_focus_test">
<widget name="main_menu/multiplayer_type_select/join_game/server_count_label" type="text" controller="1" height="30" font="ui\small_ui" color="#FFFFFFFF" align="right" text_flags="no_focus_test" width="210">
</widget>
<widget name="main_menu/multiplayer_type_select/join_game/server_item_1" width="620" height="18" bitmap="bitmaps/server_item_bkds">
<on event="a" run="gamespy select item"/>
@@ -105,6 +105,9 @@
</widget>
<widget name="main_menu/multiplayer_type_select/lobby/lobby_game_data" type="text" controller="1" left="417" top="250" width="146" height="144" font="ui\small_ui" color="#FF2896FF">
</widget>
<strings name="main_menu/multiplayer_type_select/lobby/lobby_words">
<string text="dedicated"/>
</strings>
<widget name="main_menu/multiplayer_type_select/lobby/lobby_button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
<child widget="main_menu/multiplayer_type_select/lobby/lobby_button_team" x="120" y="1"/>
<child widget="main_menu/multiplayer_type_select/lobby/lobby_button_start" x="250" y="1"/>
@@ -216,12 +216,13 @@
<string text="Each team's vehicles and their respawn time, for\nthis game."/>
<string text="The motion tracker and nav points, for this game."/>
<string text="Friendly fire and team balance, for this game."/>
<string text="Anyone can see and join your game: it is listed\nin everyone's Server Browser."/>
<string text="Anyone can see and join your game: it is listed\nfor everyone through the brokers."/>
<string text="Only players with your invite link can join."/>
<string text="Friendly fire, the enemies and player collisions,\nfor this game."/>
<string text="Voice chat, text chat and votes to kick a player,\nfor this game."/>
<string text="Players from the Server Browser must type it to\njoin (an invite link needs none). Enter sets it."/>
<string text="Sending players who join without the game's\nCustom Edition map the map, and how fast."/>
<string text="Listed for everyone through the brokers, and on\nthe master servers with your publisher key."/>
</strings>
<widget name="main_menu/multiplayer_type_select/server_settings/coop_options/coop_options_screen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/gradient">
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/header_coop_options"/>
@@ -241,6 +242,7 @@
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/op_coop_enemies_multiplier" x="54" y="193"/>
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/op_coop_enemies_per_player" x="54" y="223"/>
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/op_coop_player_collisions" x="54" y="253"/>
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/op_coop_ally_friendly_fire" x="54" y="283"/>
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/coop_options_button_bar" y="414"/>
</widget>
<widget name="main_menu/multiplayer_type_select/server_settings/coop_options/coop_options_button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
@@ -355,6 +357,19 @@
<string text="ON"/>
<string text="OFF"/>
</strings>
<widget name="main_menu/multiplayer_type_select/server_settings/coop_options/op_coop_ally_friendly_fire" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/coop_ally_friendly_fire_label"/>
<child widget="main_menu/multiplayer_type_select/server_settings/coop_options/coop_ally_friendly_fire_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/multiplayer_type_select/server_settings/coop_options/coop_ally_friendly_fire_label" type="text" controller="1" width="300" height="22" string_list="main_menu/multiplayer_type_select/server_settings/coop_options/coop_options_labels" string_index="7" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/multiplayer_type_select/server_settings/coop_options/coop_ally_friendly_fire_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/multiplayer_type_select/server_settings/coop_options/var_coop_ally_friendly_fire" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/multiplayer_type_select/server_settings/coop_options/var_coop_ally_friendly_fire">
<string text="ON"/>
<string text="OFF"/>
</strings>
<strings name="main_menu/multiplayer_type_select/server_settings/coop_options/coop_options_labels">
<string text="FRIENDLY FIRE:"/>
<string text="EXTRA ENEMIES:"/>
@@ -363,6 +378,7 @@
<string text="MULTIPLIER:"/>
<string text="PER PLAYER:"/>
<string text="PLAYER COLLISIONS:"/>
<string text="ALLY FRIENDLY FIRE:"/>
</strings>
<strings name="main_menu/multiplayer_type_select/server_settings/coop_options/cap_coop_options">
<string text="Players can not be hurt by weapons and explosives\nfired by the other players."/>
@@ -390,6 +406,8 @@
<string text="For each player past the first, options set to Per\nPlayer get this much more (100%: as many again)."/>
<string text="Players bump into each other, as in the campaign."/>
<string text="Players walk through each other, so that no one\nblocks a doorway. The AI's characters still block."/>
<string text="Players can hurt and kill their AI allies, as in\nthe campaign."/>
<string text="Players can not hurt their AI allies, so that no\none can kill Keyes or the Marines a level needs."/>
</strings>
<widget name="main_menu/multiplayer_type_select/server_settings/voice_options/voice_options_screen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/gradient">
<child widget="main_menu/multiplayer_type_select/server_settings/voice_options/header_voice_options"/>
@@ -0,0 +1,246 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- The port's multiplayer screens, in the PC version's style (tools/port_settings.py) -->
<menus>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_screen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/gradient">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/header_opence"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_menu"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/header_opence" controller="1" left="35" top="11" width="363" height="59" type="text" text="OPENCE OPTIONS" font="ui\large_ui" color="#FFFFFFFF" text_x="13" text_y="16">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_help" type="text" controller="1" left="68" top="341" width="482" height="79" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/cap_opence" font="ui\large_ui" color="#FFFFFFFF">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_menu" type="column_list" width="640" height="480" flags="pass_unhandled_to_focused_child up_down_tabs_children" description="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_help">
<data input="game settings lists text update"/>
<on event="created" run="mp profile init opence options"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_oce_mode" x="54" y="73"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_oce_hardcore" x="54" y="103"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_zombies" x="54" y="133"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_speed" x="54" y="163"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_damage" x="54" y="193"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_respawn" x="54" y="223"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_countdown" x="54" y="253"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_shields" x="54" y="283"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_gg_order" x="54" y="313"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_gg_melee" x="54" y="343"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_button_bar" y="414"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
<data input="common button bar update"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_button_ok" x="380" y="1"/>
<child widget="common_button_cancel" x="510" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_button_ok" type="text" width="128" height="24" bitmap="bitmaps/text_button_background" string_list="strings/common_button_captions" string_index="1" font="ui\small_ui" color="#FFFFFFFF" align="center" text_y="2">
<on event="a" run="mp profile set opence options" back="true"/>
<on event="start" run="mp profile set opence options" back="true"/>
<on event="left_mouse" run="mouse emit accept event"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_oce_mode" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_mode_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_mode_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_mode_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="0" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_mode_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_oce_mode" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_oce_mode">
<string text="NONE"/>
<string text="SWAT"/>
<string text="INFECTION"/>
<string text="GUN GAME"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_oce_hardcore" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_hardcore_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_hardcore_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_hardcore_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="1" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/oce_hardcore_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_oce_hardcore" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_oce_hardcore">
<string text="OFF"/>
<string text="ON"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_zombies" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_zombies_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_zombies_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_zombies_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="2" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_zombies_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_zombies" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_zombies">
<string text="1"/>
<string text="2"/>
<string text="3"/>
<string text="4"/>
<string text="8"/>
<string text="16"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_speed" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_speed_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_speed_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_speed_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="3" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_speed_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_speed" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_speed">
<string text="100%"/>
<string text="110%"/>
<string text="125%"/>
<string text="150%"/>
<string text="175%"/>
<string text="200%"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_damage" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_damage_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_damage_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_damage_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="4" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_damage_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_damage" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_damage">
<string text="100%"/>
<string text="150%"/>
<string text="200%"/>
<string text="250%"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_respawn" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_respawn_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_respawn_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_respawn_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="5" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_respawn_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_respawn" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_respawn">
<string text="1 SECOND"/>
<string text="3 SECONDS"/>
<string text="5 SECONDS"/>
<string text="10 SECONDS"/>
<string text="15 SECONDS"/>
<string text="30 SECONDS"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_countdown" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_countdown_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_countdown_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_countdown_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="6" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_countdown_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_countdown" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_countdown">
<string text="NONE"/>
<string text="5 SECONDS"/>
<string text="10 SECONDS"/>
<string text="15 SECONDS"/>
<string text="30 SECONDS"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_inf_shields" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_shields_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_shields_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_shields_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="7" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/inf_shields_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_shields" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_inf_shields">
<string text="OFF"/>
<string text="ON"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_gg_order" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_order_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_order_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_order_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="8" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_order_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_gg_order" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_gg_order">
<string text="STRONGEST FIRST"/>
<string text="WEAKEST FIRST"/>
<string text="RANDOM"/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/op_gg_melee" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_melee_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_melee_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_melee_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels" string_index="9" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/opence_options_edit/gg_melee_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_gg_melee" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/var_gg_melee">
<string text="OFF"/>
<string text="ON"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_labels">
<string text="MODE:"/>
<string text="HARDCORE:"/>
<string text="FIRST ZOMBIES:"/>
<string text="ZOMBIE SPEED:"/>
<string text="SKULL DAMAGE:"/>
<string text="ZOMBIE RESPAWN:"/>
<string text="COUNTDOWN:"/>
<string text="ZOMBIE SHIELDS:"/>
<string text="WEAPON ORDER:"/>
<string text="MELEE DEMOTES:"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/opence_options_edit/cap_opence">
<string text="The game type's own rules."/>
<string text="No shields, and a shot to the head kills. Slayer only."/>
<string text="Humans killed join the zombies, who win when\nno human is left. Team Slayer only."/>
<string text="Each kill gives the next weapon; a kill with the\nlast wins. Free for all Slayer only."/>
<string text="The motion sensor and aim assist as the game\ntype has them."/>
<string text="No motion sensor, no aim assist, and a kill\nrestores the killer's health and shields."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="The zombies chosen when the round starts\n(a human is always left)."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="How fast zombies move, of a human's speed."/>
<string text="The damage of a zombie's skull's melee."/>
<string text="The damage of a zombie's skull's melee."/>
<string text="The damage of a zombie's skull's melee."/>
<string text="The damage of a zombie's skull's melee."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long a dead zombie waits to respawn."/>
<string text="How long the round waits, once two players are\nalive, before the first zombies are chosen."/>
<string text="How long the round waits, once two players are\nalive, before the first zombies are chosen."/>
<string text="How long the round waits, once two players are\nalive, before the first zombies are chosen."/>
<string text="How long the round waits, once two players are\nalive, before the first zombies are chosen."/>
<string text="How long the round waits, once two players are\nalive, before the first zombies are chosen."/>
<string text="Zombies have no shields."/>
<string text="Zombies have shields, as humans do."/>
<string text="From the rocket launcher to the pistol."/>
<string text="From the pistol to the rocket launcher."/>
<string text="In an order the host draws for each game."/>
<string text="A melee kill takes nothing from the victim."/>
<string text="A melee kill takes the victim back a weapon."/>
</strings>
<widget name="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_opence_item" type="text" left="51" top="309" width="232" height="32" bitmap="bitmaps/list_item_bkd" text="OPENCE OPTIONS" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="5">
<on event="a" open="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_screen"/>
<on event="start" open="main_menu/settings_select/multiplayer_setup/opence_options_edit/opence_screen"/>
<on event="left_mouse" run="mouse emit accept event"/>
</widget>
</menus>
@@ -10,8 +10,26 @@
<widget name="main_menu/settings_select/multiplayer_setup/player_options_edit/aim_assist_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/player_options_edit/var_aim_assist" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/player_options_edit/op_shield_effects" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/shield_effects_label"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/shield_effects_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/player_options_edit/shield_effects_label" type="text" controller="1" width="280" height="22" string_list="main_menu/settings_select/multiplayer_setup/player_options_edit/player_options_labels" string_index="9" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/player_options_edit/shield_effects_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" string_list="main_menu/settings_select/multiplayer_setup/player_options_edit/var_shield_effects" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" list_flags="items_from_strings" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="left_mouse" run="mouse spinner 1wide click"/>
</widget>
<strings name="main_menu/settings_select/multiplayer_setup/player_options_edit/var_aim_assist">
<string text="ALLOWED"/>
<string text="BLOCK M+KB"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/player_options_edit/var_shield_effects">
<string text="STOCK"/>
<string text="GLOW"/>
<string text="LIGHT SHOW"/>
<string text="OVERSHIELD"/>
<string text="GLOW+OVERSHIELD"/>
<string text="SHOW+OVERSHIELD"/>
<string text="PLAYERS' OWN"/>
</strings>
</menus>
@@ -71,14 +71,15 @@
<data input="game settings lists text update"/>
<on event="created" run="mp profile init player opts"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_number_of_lives" x="54" y="73"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_maximum_health" x="54" y="103"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_shields" x="54" y="133"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_respawn_time" x="54" y="163"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_respawn_time_growth" x="54" y="193"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_odd_man_out" x="54" y="223"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_invisible_players" x="54" y="253"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_suicide_penalty" x="54" y="283"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_aim_assist" x="54" y="313"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_maximum_health" x="54" y="100"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_shields" x="54" y="127"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_respawn_time" x="54" y="154"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_respawn_time_growth" x="54" y="181"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_odd_man_out" x="54" y="208"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_invisible_players" x="54" y="235"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_suicide_penalty" x="54" y="262"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_aim_assist" x="54" y="289"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/op_shield_effects" x="54" y="316"/>
<child widget="main_menu/settings_select/multiplayer_setup/player_options_edit/player_button_bar" y="414"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/player_options_edit/player_options_screen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/gradient">
@@ -3,6 +3,7 @@
<menus>
<widget name="main_menu/settings_select/multiplayer_setup/playlist_edit/edit_playlist_select_list" type="column_list" width="640" height="480" flags="pass_unhandled_to_focused_child up_down_tabs_children" description="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_list_extended_desc">
<data input="playlist settings menu update desc"/>
<data input="port playlist edit desc"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_name_list_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_game_type_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_player_opts_item"/>
@@ -10,6 +11,7 @@
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_vehicles_list_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_indicators_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_team_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_opence_item"/>
<child widget="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_button_bar" y="414"/>
</widget>
<widget name="main_menu/settings_select/multiplayer_setup/playlist_edit/gametype_edit_screen" width="640" height="480" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/gradient">
@@ -70,7 +70,7 @@
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/gamepad_setup/button_preset_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/gamepad_setup/labels" string_index="4" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/gamepad_setup/button_preset_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="DEFAULT|SWAP TRIGGERS|SWAP A, L TRIGGER|SWAP B, L TRIGGER|SWAP B, R STICK|BUMPER JUMPER" setting="profile.button_preset" values="0|1|2|3|4|5" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
<widget name="main_menu/settings_select/player_setup/player_profile_edit/gamepad_setup/button_preset_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="DEFAULT|SWAP TRIGGERS|SWAP A, L TRIGGER|SWAP B, L TRIGGER|SWAP B, R STICK|BUMPER JUMPER|FISHSTICKS|RECON" setting="profile.button_preset" values="0|1|2|3|4|5|6|7" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/gamepad_setup/op_joystick_preset" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
@@ -0,0 +1,115 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- The port's settings screen, in the PC version's style (tools/port_settings.py) -->
<menus>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/server_browser_settings_screen" width="640" height="480" flags="pass_unhandled_to_focused_child pause_game" bitmap="bitmaps/gradient">
<on event="b" back="true"/>
<on event="back" back="true"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/header_profile_network_settings"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/options_menu"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/header_profile_network_settings" controller="1" left="35" top="11" width="605" height="59" bitmap="main_menu/settings_select/player_setup/player_profile_edit/network_setup/header_profile_network_settings">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/help" type="text" controller="1" left="68" top="350" width="482" height="60" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/help_strings" font="ui\large_ui" color="#FFFFFFFF">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/options_menu" type="column_list" width="640" height="480" flags="pass_unhandled_to_focused_child up_down_tabs_children" description="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/help">
<data input="port settings help"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_listings" x="54" y="73"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_show_empty" x="54" y="103"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_show_full" x="54" y="133"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_maps" x="54" y="163"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_sort" x="54" y="193"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_master_servers" x="54" y="223"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_bar" y="414"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_defaults" y="1"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_ok" x="380" y="1"/>
<child widget="common_button_cancel" x="510" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_listings" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/listings_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/listings_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/listings_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="0" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/listings_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="ALL GAMES|DEDICATED|P2P GAMES" setting="network.listings" values="both|masters|brokers" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_show_empty" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_empty_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_empty_spinner" x="320" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_empty_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="1" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_empty_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="YES|NO" setting="network.browser_show_empty" values="true|false" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_show_full" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_full_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_full_spinner" x="320" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_full_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="2" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_show_full_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="YES|NO" setting="network.browser_show_full" values="true|false" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_maps" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_maps_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_maps_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_maps_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="3" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_maps_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="NO|YES|IF DOWNLOADABLE" setting="network.browser_maps" values="no|yes|downloadable" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_browser_sort" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_sort_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_sort_spinner" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_sort_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="4" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/browser_sort_spinner" type="spinner" top="2" width="206" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="DEDICATED FIRST|PLAYERS|NAME|MAP|GAME TYPE|LOCKED FIRST" setting="network.browser_sort" values="servers|players|name|map|type|locked" font="ui\large_ui" color="#FF2896FF" align="center" text_y="4" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -13 19 -7" footer_bounds="7 208 19 214">
<on event="created" run="port setting load"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/op_master_servers" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/master_servers_label"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/master_servers_value" x="286" y="1"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/master_servers_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels" string_index="5" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/master_servers_value" type="text" controller="1" width="212" height="22" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" text_flags="no_focus_test">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_defaults" type="text" width="128" height="24" bitmap="bitmaps/text_button_background" string_list="strings/common_button_captions" string_index="3" font="ui\small_ui" color="#FFFFFFFF" align="center" text_y="2">
<on event="a" run="port settings defaults"/>
<on event="start" run="port settings defaults"/>
<on event="left_mouse" run="mouse emit accept event"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/button_ok" type="text" width="128" height="24" bitmap="bitmaps/text_button_background" string_list="strings/common_button_captions" string_index="1" font="ui\small_ui" color="#FFFFFFFF" align="center" text_y="2">
<on event="a" run="port settings save" back="true"/>
<on event="start" run="port settings save" back="true"/>
<on event="left_mouse" run="mouse emit accept event"/>
</widget>
<strings name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/labels">
<string text="LISTS:"/>
<string text="SHOW EMPTY SERVERS:"/>
<string text="SHOW FULL SERVERS:"/>
<string text="SHOW MISSING MAPS:"/>
<string text="SORT BY:"/>
<string text="MASTER SERVERS:"/>
</strings>
<strings name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/words">
<string text="OF"/>
<string text="NONE LISTED"/>
<string text="NOT ASKED YET"/>
<string text="OFF"/>
</strings>
<strings name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/help_strings">
<string text=""/>
<string text="The master servers' dedicated servers, the games\nplayers host (through the brokers), or all of them."/>
<string text="List games no one is playing yet."/>
<string text="List games with no room left."/>
<string text="List games on maps you do not have: IF\nDOWNLOADABLE, those Map Sharing can download."/>
<string text="The list's order. Its column titles sort it too;\nchoosing one again reverses it."/>
<string text="The master servers (masters.txt) that answered\nwhen the Server Browser last asked."/>
</strings>
</menus>
@@ -22,6 +22,8 @@
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_multiplayer_hud" x="54" y="103" platform="web"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_streamer_mode" x="54" y="253" platform="desktop android"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_streamer_mode" x="54" y="133" platform="web"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_server_browser" x="54" y="283" platform="desktop android"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_server_browser" x="54" y="163" platform="web"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/button_bar" y="414"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/button_bar" type="column_list" width="640" height="28" flags="pass_unhandled_to_focused_child left_right_tabs_items">
@@ -89,6 +91,14 @@
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/streamer_mode_label" type="text" controller="1" width="512" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/labels" string_index="6" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/op_server_browser" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
<on event="a" open="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/server_browser_settings_screen"/>
<on event="start" open="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser/server_browser_settings_screen"/>
<on event="left_mouse" run="mouse emit accept event"/>
<child widget="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser_label"/>
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/server_browser_label" type="text" controller="1" width="512" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/network_setup/labels" string_index="7" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
</widget>
<widget name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/button_defaults" type="text" width="128" height="24" bitmap="bitmaps/text_button_background" string_list="strings/common_button_captions" string_index="3" font="ui\small_ui" color="#FFFFFFFF" align="center" text_y="2">
<on event="a" run="port settings defaults"/>
<on event="start" run="port settings defaults"/>
@@ -107,6 +117,7 @@
<string text="MAP SHARING:"/>
<string text="MULTIPLAYER HUD:"/>
<string text="STREAMER MODE:"/>
<string text="SERVER BROWSER:"/>
</strings>
<strings name="main_menu/settings_select/player_setup/player_profile_edit/network_setup/help_strings">
<string text=""/>
@@ -117,5 +128,6 @@
<string text="Downloading Custom Edition maps you do not have,\nand helping send them to other players."/>
<string text="Players' names above their heads, the\nscoreboard, and the text chat."/>
<string text="Hide offensive words in names and text from\nother players, maps and mods, as stars."/>
<string text="What the Server Browser lists and its order: the\nsame settings as its Filters screen."/>
</strings>
</menus>
@@ -89,9 +89,9 @@
</strings>
<strings name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/extra_effects/help_strings">
<string text=""/>
<string text="The overshield rises up the body as it charges\nand stays lit, in its own color. Off: stock."/>
<string text="Shields light their surroundings as they flare,\nin the shield's own color."/>
<string text="Light Show: the shield glow three times as far,\nat full from a third of the flare."/>
<string text="The overshield rises up the body and stays lit,\nin its own color. Online: the host's choice."/>
<string text="Shields light their surroundings as they flare.\nOnline: the host's choice."/>
<string text="Light Show: three times as far, at full from a\nthird of the flare. Online: the host's choice."/>
<string text="Keep the light of explosions, plasma and the sun\npast white, and roll it off instead of clipping."/>
<string text="With HDR, on an HDR display, show that light\nbrighter than white. From the next start."/>
</strings>
+13 -13
View File
@@ -221,6 +221,7 @@
</strings>
<strings name="main_menu/gametype_select/var_gametype_banks" map="ui\shell\main_menu\gametype_select\var_gametype_banks">
<string text="STANDARD" map="0"/>
<string text="OPENCE"/>
<string text="CUSTOM" map="2"/>
</strings>
<strings name="main_menu/main_menu_options" map="ui\shell\main_menu\main_menu_options">
@@ -286,6 +287,7 @@
<string text="Show only servers running teamplay modes." map="8"/>
<string text="Show only servers with custom maps that are\ncurrently installed." map="9"/>
<string text="Show servers with custom maps that are not\ncurrently installed." map="10"/>
<string text="Show servers on maps you do not have if their\nhost shares them: they download as you join."/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/filters/filter_options" map="ui\shell\main_menu\multiplayer_type_select\join_game\filters\filter_options">
<string text="SHOW EMPTY SERVERS" map="0"/>
@@ -295,11 +297,6 @@
<string text="TEAMPLAY OPTIONS" map="4"/>
<string text="SHOW MISSING MAPS" map="5"/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/filters/var_filter_game_options" map="ui\shell\main_menu\multiplayer_type_select\join_game\filters\var_filter_game_options">
<string text="ANY" map="0"/>
<string text="FREE-FOR-ALL" map="1"/>
<string text="TEAMPLAY" map="2"/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/filters/var_filter_gametype" map="ui\shell\main_menu\multiplayer_type_select\join_game\filters\var_filter_gametype">
<string text="ANY" map="0"/>
<string text="CTF" map="1"/>
@@ -308,14 +305,6 @@
<string text="KING" map="4"/>
<string text="RACE" map="5"/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/filters/var_filter_ping" map="ui\shell\main_menu\multiplayer_type_select\join_game\filters\var_filter_ping">
<string text="ANY" map="0"/>
<string text="&lt; 50" map="1"/>
<string text="&lt; 100" map="2"/>
<string text="&lt; 150" map="3"/>
<string text="&lt; 200" map="4"/>
<string text="&lt; 300" map="5"/>
</strings>
<strings name="main_menu/multiplayer_type_select/join_game/join_game_buttons" map="ui\shell\main_menu\multiplayer_type_select\join_game\join_game_buttons">
<string text="GET LIST" map="0"/>
<string text="REFRESH" map="1"/>
@@ -591,6 +580,13 @@
<string text="When you suicide, you must wait fifteen seconds \nbefore you can respawn. This will give you an idea of \nwhat eternity is like." map="27"/>
<string text="Players keep their current mouse aim assist setting."/>
<string text="Disable mouse aim assist for mouse/keyboard players.\nController and touch aim assist are unchanged."/>
<string text="Everyone sees the stock game's shields and\novershield, whatever their own settings."/>
<string text="Everyone's shields light their surroundings as\nthey flare."/>
<string text="Everyone's shields light their surroundings as\nthey flare, three times as far (Light Show)."/>
<string text="For everyone, the overshield rises up the body\nand stays lit, in its own color."/>
<string text="For everyone, shields light their surroundings,\nand the overshield rises and stays lit."/>
<string text="For everyone, Light Show's shield glow, and the\novershield rising and staying lit."/>
<string text="Not synced: each player sees the shield effects\nof their own Video Setup settings."/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/player_options_edit/player_options_labels" map="ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\player_options_labels">
<string text="NUMBER OF LIVES:" map="0"/>
@@ -602,6 +598,7 @@
<string text="INVISIBLE PLAYERS:" map="6"/>
<string text="SUICIDE PENALTY:" map="7"/>
<string text="AIM ASSIST:"/>
<string text="SHIELD EFFECTS:"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/player_options_edit/var_invisible_players" map="ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_invisible_players">
<string text="YES" map="0"/>
@@ -893,6 +890,7 @@
<string text="Choose which interface indica-\ntors are available while playing \nthis gametype.\nThis gametype:" map="5"/>
<string text="Modify gameplay options and\nrules used by teamplay game\nmodes.\nThis gametype:" map="6"/>
<string text="Save changes you've made to\nthis gametype and return to\nthe previous screen.\nThis gametype:" map="7"/>
<string text="Choose the rules of OpenCE's\ngametypes: SWAT, Infection,\nGun Game and Hardcore.\nThis gametype:"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/playlist_edit/playlist_edit_options" map="ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\playlist_edit_options">
<string text="CHANGE NAME" map="0"/>
@@ -1093,6 +1091,7 @@
<string text="You'll traverse the map in the Rocket Warthog, a\nhardy jeep with a rocket launcher mounted in the back." map="14"/>
<string text="Command the skies in the Banshee." map="15"/>
<string text="Defend the lands with the powerful Covenant Gun\nTurret." map="16"/>
<string text="Every vehicle the map places will spawn, as in\nHalo PC."/>
<string text="Customize the set of vehicles which will spawn\nin the map." map="17"/>
<string text="No Warthogs will spawn in the map." map="18"/>
<string text="Up to one Warthog will spawn in the map." map="19"/>
@@ -1145,6 +1144,7 @@
<string text="ROCKET WARTHOGS" map="5"/>
<string text="BANSHEES" map="6"/>
<string text="GUN TURRETS" map="7"/>
<string text="PC"/>
<string text="CUSTOM" map="8"/>
</strings>
<strings name="main_menu/settings_select/multiplayer_setup/vehicle_options_edit/var_vehicles_respawn" map="ui\shell\main_menu\settings_select\multiplayer_setup\vehicle_options_edit\var_vehicles_respawn">
+2
View File
@@ -27,6 +27,7 @@
"ce/main_menu.settings_select.multiplayer_setup.item_options_edit.port.xml",
"ce/main_menu.settings_select.multiplayer_setup.item_options_edit.xml",
"ce/main_menu.settings_select.multiplayer_setup.name_edit.xml",
"ce/main_menu.settings_select.multiplayer_setup.opence_options_edit.port.xml",
"ce/main_menu.settings_select.multiplayer_setup.player_options_edit.port.xml",
"ce/main_menu.settings_select.multiplayer_setup.player_options_edit.xml",
"ce/main_menu.settings_select.multiplayer_setup.playlist_edit.ctf_edit.xml",
@@ -51,6 +52,7 @@
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.in_game.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.map_sharing.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.multiplayer_hud.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.server_browser.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.streamer_mode.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.network_setup.xml",
"ce/main_menu.settings_select.player_setup.player_profile_edit.video_settings.extra_effects.xml",
+12
View File
@@ -0,0 +1,12 @@
# The master servers that list dedicated servers (docs/master_protocol.md):
# the server browser asks each for its signed list, and a dedicated server
# publishes its game to each. One master on each line: its https:// URL and
# its list-signing key, "ed25519:" and 64 hex digits; up to 4; "#" starts a
# comment. A list whose signature does not check with the key is refused.
# (The game reads this file beside config.toml: network.masters_file, and a
# dedicated server's server.masters_file. An update replaces it; keep a list
# of your own under another name.)
#
# A file that names no master, as this one, leaves the game the official
# master, built in: https://master.opencommunityedition.com. A file that
# names one or more is asked instead of it.
+261
View File
@@ -0,0 +1,261 @@
/* The admin page (index.html), in the look of the web site's launcher
(port/web/site/style.css): navy panels between a bright rule and a blue
edge, blue labels, the system's fonts. Tables become cards on a phone. */
:root {
color-scheme: dark; --ground: #02060c; --head: linear-gradient(180deg, #0b3466 0%, #072852 45%, #041a35 100%);
--stage: linear-gradient(180deg, #072852 0px, #062247 320px, #031122 960px, #02060c 1500px);
--panel: rgba(0, 10, 24, 0.55); --navy: #002244; --navy-deep: #000e23; --row: rgba(0, 17, 34, 0.6);
--edge: #2299ff; --edge-bright: #36afff; --edge-dim: #1d4f86; --label: #2896ff; --text: #ffffff; --soft: #c9daf0;
--glow: rgba(54, 175, 255, 0.45); --bad: #ff9b42; --bad-text: #ffd2a8; --bad-ground: #2a1404; --red: #ff6b5e;
--blue: #4aa8ff; --log: #00070f; --font: system-ui, -apple-system, "Segoe UI", Roboto, "Noto Sans", sans-serif;
--mono: ui-monospace, SFMono-Regular, Menlo, Consolas, "Liberation Mono", monospace;
}
@media (prefers-color-scheme: light) {
:root {
color-scheme: light; --ground: #eef3f9; --head: linear-gradient(180deg, #0b3466 0%, #0a3a73 100%);
--stage: linear-gradient(180deg, #dce8f6 0px, #eef3f9 400px); --panel: #ffffff; --navy: #e4eefa;
--navy-deep: #f4f8fd; --row: #f1f5fb; --edge: #1673d1; --edge-bright: #1f86e8; --edge-dim: #a9c4e4;
--label: #0d5fb3; --text: #0b1726; --soft: #43577a; --glow: rgba(31, 134, 232, 0.25); --bad: #c25a00;
--bad-text: #8a3d00; --bad-ground: #fff1e4; --red: #c8322a; --blue: #1663c7; --log: #f7f9fc;
}
}
* { box-sizing: border-box; }
html, body { margin: 0; background: var(--ground); color: var(--text); font: 500 15px/1.5 var(--font); }
body { min-height: 100vh; background: var(--stage); background-repeat: no-repeat; }
h1, h2, h3 { margin: 0; font-weight: 800; letter-spacing: 0.04em; text-transform: uppercase; color: var(--label); }
h2 { font-size: 17px; margin: 18px 0 10px; }
h2:first-child { margin-top: 0; }
h3 { font-size: 13px; margin: 14px 0 4px; }
.note { margin: 6px 0 0; color: var(--soft); font-size: 13px; }
.note:empty, .error:empty { display: none; }
.error { margin: 8px 0 0; color: var(--bad-text); font-size: 14px; }
.mono, code { font-family: var(--mono); font-size: 13px; overflow-wrap: anywhere; }
/* ---------- buttons and fields: the site's */
button {
display: inline-flex; align-items: center; justify-content: center; min-height: 40px; padding: 0 18px;
border: 2px solid var(--edge); border-radius: 10px; background: var(--navy); color: var(--text);
font: 700 13px/1 var(--font); letter-spacing: 0.06em; text-transform: uppercase; cursor: pointer;
}
button:hover:not(:disabled) { border-color: var(--edge-bright); box-shadow: 0 0 12px var(--glow); }
button:focus-visible, input:focus-visible, select:focus-visible, textarea:focus-visible, .log:focus-visible {
outline: 2px solid var(--edge-bright); outline-offset: 2px;
}
button:disabled { opacity: 0.4; cursor: not-allowed; }
button.primary { border-color: var(--edge-bright); box-shadow: 0 0 14px var(--glow); }
button.danger { border-color: var(--bad); background: var(--bad-ground); color: var(--bad-text); }
button.small { min-height: 32px; padding: 0 10px; font-size: 12px; border-radius: 8px; }
input, select, textarea {
min-height: 40px; padding: 6px 10px; border: 2px solid var(--edge-dim); border-radius: 10px;
background: var(--navy-deep); color: var(--text); font: 16px var(--font); max-width: 100%;
}
input[type="checkbox"] { min-height: 0; width: 18px; height: 18px; accent-color: var(--edge); }
input:disabled, select:disabled, textarea:read-only { opacity: 0.6; }
textarea { font: 13px/1.5 var(--mono); width: 100%; resize: vertical; }
label { color: var(--soft); font-size: 13px; }
.check { display: inline-flex; align-items: center; gap: 6px; }
.badge {
display: inline-block; padding: 2px 10px; border: 1px solid var(--edge-dim); border-radius: 999px;
color: var(--soft); font-size: 12px; letter-spacing: 0.05em; text-transform: uppercase; white-space: nowrap;
}
.badge:empty { display: none; }
.state-playing, .link-live { border-color: var(--edge-bright); color: var(--text); }
.state-loading, .state-stopping, .link-polling { border-color: var(--bad); color: var(--bad-text); }
/* ---------- the sign-in */
.login { min-height: 100vh; display: flex; align-items: center; justify-content: center; padding: 16px; }
.login-panel { width: min(420px, 100%); display: flex; flex-direction: column; gap: 10px; }
.login-head { display: flex; align-items: center; gap: 14px; margin-bottom: 8px; }
.login-head h1 { font-size: 24px; }
/* ---------- the header and the tabs */
.top {
display: flex; flex-wrap: wrap; align-items: center; gap: 10px 14px;
padding: 12px max(16px, env(safe-area-inset-left)); background: var(--head);
border-bottom: 1px solid var(--edge-bright); color: #ffffff;
}
.top h1 { font-size: 20px; color: #4fb4ff; overflow-wrap: anywhere; }
.top .badge { color: #c9daf0; }
.top-end { margin-left: auto; display: flex; flex-wrap: wrap; align-items: center; gap: 8px; }
.tabs {
display: flex; gap: 4px; overflow-x: auto; padding: 10px 16px 0; border-bottom: 1px solid var(--edge-dim);
scrollbar-width: thin;
}
.tabs button {
flex: none; border-width: 2px 2px 0; border-color: transparent; border-radius: 12px 12px 0 0;
background: transparent; color: var(--label); font-size: 14px;
}
.tabs button.current { border-color: var(--edge); background: var(--navy-deep); color: var(--text); }
main { max-width: 1280px; margin: 0 auto; padding: 18px 16px 48px; }
/* ---------- panels */
.grid { display: grid; grid-template-columns: repeat(auto-fit, minmax(min(380px, 100%), 1fr)); gap: 18px; }
.grid .wide { grid-column: 1 / -1; }
.panel {
min-width: 0; padding: 18px 20px; background: var(--panel); border-top: 1px solid var(--edge-bright);
border-bottom: 1px solid var(--label);
}
.bar, .inline, .fields { display: flex; flex-wrap: wrap; align-items: center; gap: 10px; margin-top: 12px; }
.inline input { flex: 1 1 200px; min-width: 0; }
.fields label { display: flex; flex-direction: column; gap: 4px; flex: 1 1 160px; }
.fields button { align-self: flex-end; }
.facts { margin: 0; display: grid; gap: 4px; }
.facts > div {
display: flex; flex-wrap: wrap; justify-content: space-between; gap: 2px 16px; padding: 6px 12px;
border-radius: 10px; background: var(--row);
}
.facts dt { color: var(--label); text-transform: uppercase; letter-spacing: 0.03em; font-size: 13px; }
.facts dd { margin: 0; text-align: right; overflow-wrap: anywhere; }
.facts .notice { border: 1px solid var(--bad); }
.count { margin: 0; font-size: 40px; font-weight: 800; line-height: 1.1; }
.count .of { font-size: 18px; color: var(--soft); font-weight: 600; }
.spark { display: block; width: 100%; height: 64px; margin-top: 8px; border-radius: 8px; background: var(--row); }
.spark-line { fill: none; stroke: var(--edge-bright); stroke-width: 2; vector-effect: non-scaling-stroke; }
.spark-fill { fill: var(--glow); stroke: none; opacity: 0.5; }
.feed { list-style: none; margin: 0; padding: 0; display: flex; flex-direction: column; gap: 2px; max-height: 420px;
overflow-y: auto; font-size: 14px; }
.feed li { padding: 3px 8px; border-left: 3px solid var(--edge-dim); }
.feed time { color: var(--soft); font: 12px var(--mono); }
.feed .feed-bad { border-left-color: var(--bad); color: var(--bad-text); }
.feed .feed-moderation { border-left-color: var(--label); }
.feed .feed-chat { border-left-color: transparent; color: var(--soft); }
/* ---------- tables, cards on a phone */
table { width: 100%; border-collapse: separate; border-spacing: 0 4px; }
th { padding: 4px 10px; color: var(--label); text-align: left; font-size: 12px; letter-spacing: 0.05em;
text-transform: uppercase; }
td { padding: 6px 10px; background: var(--row); vertical-align: middle; overflow-wrap: anywhere; }
td:first-child { border-radius: 10px 0 0 10px; }
td:last-child { border-radius: 0 10px 10px 0; }
tr.bad td, tr.muted td { color: var(--bad-text); }
.actions { display: inline-flex; flex-wrap: wrap; gap: 6px; }
.row-actions { text-align: right; }
.dossier td { background: var(--navy-deep); border: 1px solid var(--edge-dim); }
.team { display: inline-block; width: 10px; height: 10px; margin-right: 8px; border-radius: 50%; background: var(--soft); }
.team-0 { background: var(--red); }
.team-1 { background: var(--blue); }
td .badge { margin-left: 8px; }
@media (max-width: 700px) {
table.cards thead { display: none; }
table.cards, table.cards tbody, table.cards tr, table.cards td { display: block; width: 100%; }
table.cards tr { margin-bottom: 10px; padding: 8px 12px; border: 2px solid var(--edge-dim); border-radius: 12px;
background: var(--row); }
table.cards td { display: flex; justify-content: space-between; gap: 12px; padding: 3px 0; background: none;
border-radius: 0; text-align: right; overflow-wrap: anywhere; }
table.cards td::before { content: attr(data-label); color: var(--label); font-size: 12px; text-transform: uppercase;
letter-spacing: 0.04em; text-align: left; }
table.cards td.row-actions { justify-content: flex-end; padding-top: 8px; }
table.cards td.row-actions::before { content: none; }
.dossier td { border: none; }
.top h1 { font-size: 17px; }
.top-end { margin-left: 0; }
.panel { padding: 14px; }
main { padding: 12px 10px 40px; }
}
/* ---------- the rotation */
.rotation { margin: 0; padding: 0 0 0 28px; display: flex; flex-direction: column; gap: 6px; }
.rotation li { padding: 6px 10px; border: 2px solid transparent; border-radius: 10px; background: var(--row); }
.rotation li::marker { color: var(--label); font-weight: 700; }
.rotation li { display: list-item; }
.rotation li > span { display: flex; flex-wrap: wrap; align-items: center; gap: 6px 10px; }
.rotation li .actions { margin-top: 6px; }
.rotation .current { border-color: var(--edge); background: var(--navy); }
.entry-text { font-family: var(--mono); overflow-wrap: anywhere; }
.rejected .entry-text { text-decoration: line-through; color: var(--soft); }
.reason { color: var(--bad-text); font-size: 13px; }
/* ---------- gametypes */
.list { list-style: none; margin: 0; padding: 0; display: flex; flex-direction: column; gap: 6px; }
.list li { display: flex; justify-content: space-between; align-items: center; gap: 10px; padding: 6px 10px;
border-radius: 10px; background: var(--row); }
.editor { display: grid; grid-template-columns: minmax(0, 1fr) minmax(0, 1fr); gap: 16px; align-items: start; }
.schema-form fieldset, #settings-fields fieldset { margin: 0 0 12px; padding: 8px 12px 12px; border: 1px solid var(--edge-dim);
border-radius: 12px; }
legend { padding: 0 6px; color: var(--label); font: 700 13px var(--mono); }
.schema-form label { display: flex; justify-content: space-between; align-items: center; gap: 10px; padding: 3px 0; }
.schema-form input, .schema-form select { width: 12em; }
.raw { display: flex; flex-direction: column; gap: 4px; font-family: var(--mono); }
@media (max-width: 900px) { .editor { grid-template-columns: 1fr; } }
/* ---------- the console */
.console { display: flex; flex-direction: column; gap: 10px; }
.console-bar { display: flex; flex-wrap: wrap; align-items: center; gap: 8px 12px; }
.chips { display: flex; flex-wrap: wrap; gap: 4px 6px; }
.chip { display: inline-flex; align-items: center; gap: 4px; padding: 2px 8px 2px 4px; border: 1px solid var(--edge-dim);
border-radius: 999px; font-size: 12px; }
.chip input { width: 14px; height: 14px; }
.log {
height: min(62vh, 640px); overflow-y: auto; padding: 8px 10px; border: 2px solid var(--edge-dim);
border-radius: 10px; background: var(--log); color: var(--soft); font: 12.5px/1.5 var(--mono);
overflow-wrap: anywhere;
}
.line { white-space: pre-wrap; }
.line time { color: var(--edge-dim); }
.line .cat { color: var(--label); }
.level-warn { color: var(--bad-text); }
.level-error { color: var(--bad); font-weight: 700; }
.mine { color: var(--text); }
.command-line { color: var(--edge-bright); margin-top: 4px; }
.line.bad { color: var(--bad-text); }
.line.note { color: var(--edge-dim); font-style: italic; }
.hide-server .cat-server, .hide-lobby .cat-lobby, .hide-game .cat-game, .hide-player .cat-player,
.hide-chat .cat-chat, .hide-moderation .cat-moderation, .hide-net .cat-net, .hide-master .cat-master,
.hide-console .cat-console, .hide-health .cat-health { display: none; }
.command { display: flex; gap: 8px; }
.command input { flex: 1; min-width: 0; font-family: var(--mono); }
@media (max-width: 700px) {
.log { height: 55vh; font-size: 12px; }
.command { position: sticky; bottom: 0; padding: 8px 0 env(safe-area-inset-bottom); background: var(--ground); }
}
/* ---------- settings */
.setting { display: grid; grid-template-columns: minmax(0, 16em) minmax(0, 1fr) auto; align-items: center; gap: 4px 12px;
padding: 8px 0; border-bottom: 1px solid var(--row); }
.setting .note, .setting .error { grid-column: 1 / -1; margin: 0; }
.setting-name { font: 13px var(--mono); color: var(--text); overflow-wrap: anywhere; }
.setting input[type="text"], .setting input[type="number"], .setting select, .secret input[type="password"] { width: 100%; }
.secret { display: flex; gap: 10px; align-items: center; }
.pinned .setting-name { color: var(--soft); }
@media (max-width: 700px) { .setting { grid-template-columns: 1fr; } }
/* ---------- the dialog and the notice */
.sheet { position: fixed; inset: 0; display: flex; align-items: center; justify-content: center; padding: 16px;
background: rgba(0, 4, 10, 0.78); z-index: 10; }
.sheet-body { width: min(560px, 100%); max-height: 100%; overflow: auto; border: 2px solid var(--edge); border-radius: 16px;
background: var(--navy-deep); box-shadow: 0 0 32px var(--glow); }
.sheet h2 { margin: 0; padding: 16px 20px; border-bottom: 1px solid var(--edge-bright); background: var(--head); color: #4fb4ff; }
#dialog-body { padding: 14px 20px 0; display: flex; flex-direction: column; gap: 10px; }
#dialog-body p { margin: 0; }
#dialog-body label { display: flex; flex-direction: column; gap: 4px; }
.sheet .error { padding: 0 20px; }
.sheet .actions { display: flex; justify-content: flex-end; gap: 10px; margin-top: 16px; padding: 12px 20px;
border-top: 1px solid var(--label); }
.toast { position: fixed; left: 50%; bottom: max(16px, env(safe-area-inset-bottom)); transform: translateX(-50%);
max-width: calc(100% - 32px); padding: 10px 18px; border: 2px solid var(--edge); border-radius: 12px;
background: var(--navy-deep); box-shadow: 0 0 24px var(--glow); z-index: 20; overflow-wrap: anywhere; }
.toast.bad { border-color: var(--bad); color: var(--bad-text); }
[hidden] { display: none !important; }
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@@ -0,0 +1,8 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64">
<rect x="2" y="2" width="60" height="60" rx="14" fill="#002244" stroke="#2299ff" stroke-width="3"/>
<rect x="14" y="16" width="36" height="10" rx="3" fill="none" stroke="#36afff" stroke-width="3"/>
<rect x="14" y="30" width="36" height="10" rx="3" fill="none" stroke="#36afff" stroke-width="3"/>
<circle cx="20" cy="21" r="2" fill="#ffffff"/>
<circle cx="20" cy="35" r="2" fill="#ffffff"/>
<path d="M32 44v6M22 50h20" fill="none" stroke="#2896ff" stroke-width="3" stroke-linecap="round"/>
</svg>

After

Width:  |  Height:  |  Size: 569 B

+241
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@@ -0,0 +1,241 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<meta name="referrer" content="same-origin">
<meta name="color-scheme" content="dark light">
<title>OpenCE server</title>
<link rel="icon" href="icon.svg" type="image/svg+xml">
<link rel="stylesheet" href="app.css">
<script src="app.js" defer></script>
</head>
<body>
<div id="login" class="login" hidden>
<form id="login-form" class="panel login-panel">
<div class="login-head"><img src="icon.svg" alt="" width="52" height="52"><h1>OpenCE server</h1></div>
<label for="login-password">Password</label>
<input id="login-password" type="password" autocomplete="current-password" required>
<p id="login-error" class="error" role="alert"></p>
<button type="submit" class="primary" id="login-button">Sign in</button>
<p class="note">server.web_password (admin) or server.web_moderator_password (moderator). The page keeps no
password: the session is a cookie for 12 hours, or 30 minutes unused.</p>
</form>
</div>
<div id="app" hidden>
<header class="top">
<img src="icon.svg" alt="" width="34" height="34">
<h1 id="server-name">OpenCE server</h1>
<span id="server-state" class="badge"></span>
<span class="top-end">
<span id="link-state" class="badge" title="How the page hears from the server"></span>
<span id="role" class="badge"></span>
<button id="logout" class="small">Sign out</button>
</span>
</header>
<nav class="tabs" role="tablist" aria-label="Sections">
<button role="tab" data-tab="status">Status</button>
<button role="tab" data-tab="players">Players</button>
<button role="tab" data-tab="rotation">Rotation</button>
<button role="tab" data-tab="gametypes">Gametypes</button>
<button role="tab" data-tab="bans" data-needs="admin">Bans</button>
<button role="tab" data-tab="console">Console</button>
<button role="tab" data-tab="settings" data-needs="admin">Settings</button>
<button role="tab" data-tab="about">About</button>
</nav>
<main>
<section id="tab-status" class="tab" role="tabpanel" hidden>
<div class="grid">
<div class="panel">
<h2>Game</h2>
<dl id="status-facts" class="facts"></dl>
</div>
<div class="panel">
<h2>Players</h2>
<p class="count"><span id="status-count">0</span><span class="of"> of <span id="status-max">0</span></span></p>
<svg id="spark" class="spark" viewBox="0 0 300 64" preserveAspectRatio="none" role="img"
aria-label="Players over the last 10 minutes"><polyline id="spark-fill" class="spark-fill" points=""/><polyline id="spark-line" class="spark-line" points=""/></svg>
<p class="note" id="spark-note">The last 10 minutes, as this page saw them.</p>
<h2>Actions</h2>
<div class="bar">
<button id="next-map" data-needs="moderator">Next map</button>
<button id="end-game" data-needs="moderator">End game</button>
</div>
<form id="say-form" class="inline">
<input id="say-text" maxlength="127" placeholder="A notice on every screen" aria-label="Notice"
data-needs="moderator">
<button data-needs="moderator">Say</button>
</form>
</div>
<div class="panel">
<h2>Invite</h2>
<div class="inline">
<input id="invite" readonly aria-label="The invite link">
<button id="invite-copy" data-needs="admin">Copy</button>
</div>
<p class="note">Anyone with the link joins: the game's Join Game, or ?join= on the web page.</p>
<h2>Master servers</h2>
<table id="masters" class="cards">
<thead><tr><th>Master</th><th>Listed</th><th>Probe</th><th>Answer</th><th>When</th></tr></thead>
<tbody></tbody>
</table>
<p id="masters-empty" class="note">No master servers.</p>
</div>
<div class="panel">
<h2>Recent events</h2>
<ol id="feed" class="feed"></ol>
</div>
</div>
</section>
<section id="tab-players" class="tab" role="tabpanel" hidden>
<div class="panel">
<h2>Players</h2>
<table id="players" class="cards">
<thead><tr><th>Slot</th><th>Name</th><th>Team</th><th>Score</th><th>K/D/A</th><th>Ping</th><th>Played</th>
<th>Actions</th></tr></thead>
<tbody></tbody>
</table>
<p id="players-empty" class="note">No players.</p>
<p class="note">Every action names the slot and the player: the server checks the slot is still theirs.</p>
</div>
</section>
<section id="tab-rotation" class="tab" role="tabpanel" hidden>
<div class="panel">
<h2>Rotation</h2>
<ol id="rotation" class="rotation"></ol>
<form id="rotation-add" class="fields">
<label>Map <select id="add-map" data-needs="admin"></select></label>
<label>Gametype <select id="add-gametype" data-needs="admin"></select></label>
<label>Rules <input id="add-rules" placeholder="score=50+time=15" data-needs="admin"></label>
<button data-needs="admin">Add</button>
</form>
<p id="rotation-note" class="note"></p>
<div class="bar">
<button id="rotation-save" class="primary" data-needs="admin">Save</button>
<button id="rotation-revert">Revert</button>
</div>
</div>
</section>
<section id="tab-gametypes" class="tab" role="tabpanel" hidden>
<div class="grid">
<div class="panel">
<h2>Gametypes</h2>
<ul id="gametype-files" class="list"></ul>
<h3>Built-in</h3>
<p id="gametype-builtins" class="note"></p>
<form id="gametype-new" class="fields">
<label>Name <input id="new-name" pattern="[a-z0-9_\-]{1,32}" placeholder="btb_ctf" required
data-needs="admin"></label>
<label>Base <select id="new-base" data-needs="admin"></select></label>
<button data-needs="admin">New</button>
</form>
</div>
<div class="panel wide" id="gametype-editor" hidden>
<h2 id="editor-title"></h2>
<div class="editor">
<div id="gametype-form" class="schema-form"></div>
<label class="raw"><span>gametypes/<span id="editor-file"></span>.toml</span>
<textarea id="gametype-text" spellcheck="false" autocapitalize="off" rows="22"></textarea></label>
</div>
<p id="gametype-error" class="error" role="alert"></p>
<div class="bar">
<button id="gametype-save" class="primary" data-needs="admin">Save</button>
<button id="gametype-delete" class="danger" data-needs="admin">Delete</button>
<button id="gametype-close">Close</button>
</div>
</div>
</div>
</section>
<section id="tab-bans" class="tab" role="tabpanel" hidden>
<div class="panel">
<h2>Bans</h2>
<table id="bans" class="cards">
<thead><tr><th>#</th><th>When</th><th>Players</th><th>Address</th><th>Hardware id</th><th>Reason</th>
<th>Until</th><th></th></tr></thead>
<tbody></tbody>
</table>
<p id="bans-empty" class="note">No bans.</p>
</div>
</section>
<section id="tab-console" class="tab" role="tabpanel" hidden>
<div class="panel console">
<div class="console-bar">
<label class="check"><input type="checkbox" id="follow" checked> Follow</label>
<span id="categories" class="chips"></span>
<button id="log-clear" class="small">Clear</button>
</div>
<div id="log" class="log" role="log" tabindex="0"></div>
<form id="command-form" class="command">
<input id="command" autocomplete="off" autocapitalize="off" spellcheck="false" enterkeyhint="send"
placeholder="A command: help lists them" aria-label="Command">
<button>Run</button>
</form>
<p id="command-hint" class="note">Tab completes, Up and Down go through what was run.</p>
</div>
</section>
<section id="tab-settings" class="tab" role="tabpanel" hidden>
<form id="settings-form" class="panel">
<h2>Settings</h2>
<p class="note">Written to config.toml and applied now where they can be. A setting its environment
variable sets cannot be changed here.</p>
<div id="settings-fields"></div>
<p id="settings-note" class="note" role="status"></p>
<div class="bar"><button class="primary" data-needs="admin">Save</button>
<button type="button" id="settings-revert">Revert</button></div>
</form>
</section>
<section id="tab-about" class="tab" role="tabpanel" hidden>
<div class="grid">
<div class="panel">
<h2>Ports to open</h2>
<dl class="facts" id="about-ports"></dl>
<p class="note">Only the tunnel's port needs to reach the internet. Keep the web port on loopback, or
behind a proxy that adds TLS (Caddy: reverse_proxy 127.0.0.1:8080), or reach it with
ssh -L 8080:127.0.0.1:8080.</p>
</div>
<div class="panel">
<h2>Where files are</h2>
<dl class="facts">
<div><dt>config.toml</dt><dd>Every setting: beside the executable, or --config</dd></div>
<div><dt>init.txt</dt><dd>Commands run at the start (server.init_file), in the data root</dd></div>
<div><dt>gametypes/</dt><dd>The operator's gametypes (.toml) and saved ones (.gametype), in the data
root</dd></div>
<div><dt>bans.txt, debug.txt</dt><dd>In paths.logs, else the data root</dd></div>
<div><dt>masters.txt</dt><dd>The master servers, beside the executable</dd></div>
<div><dt>publisher.key</dt><dd>The publisher key for the master servers, beside config.toml</dd></div>
<div><dt>status.json</dt><dd>The status every 2 seconds (server.status_file)</dd></div>
</dl>
</div>
<div class="panel">
<h2>This server</h2>
<dl class="facts" id="about-facts"></dl>
<p class="note">docs/dedicated_server.md is the reference of the commands, the API and the RCON.</p>
</div>
</div>
</section>
</main>
</div>
<div id="dialog" class="sheet" hidden>
<form id="dialog-form" class="sheet-body" role="dialog" aria-modal="true" aria-labelledby="dialog-title">
<h2 id="dialog-title"></h2>
<div id="dialog-body"></div>
<p id="dialog-error" class="error" role="alert"></p>
<div class="actions">
<button type="button" id="dialog-cancel">Cancel</button>
<button type="submit" id="dialog-ok" class="primary">OK</button>
</div>
</form>
</div>
<div id="toast" class="toast" role="status" hidden></div>
</body>
</html>
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