Menus: no save file read each frame
Conflicts with the Custom Edition map lists resolved: with no last_used, the list is still the Xbox's maps and then the Custom Edition maps (level_count), not the Xbox's 13.
A function a map's widget may not run (#203) failed as an invalid one does, so the handler opens and closes no screens after it. The four-taps resampler's difference from tap by tap (#221) is measured at -115 to -126 dB, not -140.
A widget's event handlers name their function by its index in the table,
which nothing checked, so a game map's widget could run the main menu's
profile functions (deleting and saving player and playlist profiles, the
demos) and the port's own menu functions (writing config.toml, quitting,
connecting), on its created event too. The shipped maps' widgets run none
of these. Now only the port's own menu tags run the port's functions, and
only the main menu runs its profile functions; a refusal is logged once.
Custom Edition maps are loaded from the custom_maps folder, as level
custom_maps\<name>, apart from the game's own maps of the same name. The
map lists get CUSTOM SINGLEPLAYER and CUSTOM MULTIPLAYER, by the scenario
type in the map: a custom singleplayer map plays as a campaign level, or
as network co-op from the Map screen; a custom multiplayer map plays as a
multiplayer map. A map with an OpenSauce header that asks for nothing of
OpenSauce's runs as stock Custom Edition runs it.
The server and LAN browsers name each visible row's map every frame
(map_display_name), and the lobby shows its map every frame
(lobby_map_show). Both went through ui_widget_port_multiplayer_maps,
which also reads the map used last from z:\lastmpmp.txt. Until a game has
been hosted there is no such file, and each failed read also writes two
lines to debug.txt. The map used last is now looked up only when the
caller asks for it (last_used not NULL), as the menus that open a map
list do.
profile_name_show read the last-used profile at most once a second when
the read worked, but read one that could not be read again every frame.
That one is now tried again a second later too.
Co-Authored-By: Claude <noreply@anthropic.com>
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.
Backing out of a hosted game keeps its server: the lobby's last local
player leaving pauses it (netgame_unjoin_player). Choosing Create again
threw the host's client away, but network_game_start_new_server makes and
joins a server only when there is none, so the new client never joined the
one left over. The lobby then had nobody in it: START added no player, B
could not leave (not in pregame), and the server's map changes failed to
reach the client that was gone.
Create now disposes the client and server first, so it always makes a new
game and joins it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game type editor's kills to win (Slayer and Team Slayer) went up to
50, which a game of many players reaches in moments: it now also offers 75,
100, 150, 200, 250 and 500. The spinner's items are its string list's
(ui.map's 5, 10, 15, 25, 50) and then strings of the port's own, each with
its description; the options list's descriptions count only a spinner's
items of the tag's own, so those of the rows after it are where they were.
A spinner with extra items is a little wider, for three digits.
Import only independently reviewed production changes. Preserve canonical physics and virtual-keyboard repairs; keep B3 and all unresolved holds out.
Record exactly four approved canary debits (6987 meaningful bytes), six Halo admissions and two revocations. Keep vendor ioinit/storage work separate. Full build, 8252-row sweep, 1318 tests, park/admission/fake audits and 621-object binding pass within approved debit bounds.
Do not publish donor research dumps or private assets. README and unrelated user research remain untouched. See frontier_publication_reconciliation_20260927.md for complete evidence limits and accounting.
Native builds only (#ifdef HALO_LINUX); the matching MSVC build keeps the
original text and stays byte-identical.
- ui_widget_game_data_input_functions.c: the local machine limit follows
HALO_PORT_MAXIMUM_NETWORK_MACHINES and the struct network_game copy holds
HALO_PORT_MAXIMUM_NETWORK_PLAYERS players; its layout is checked against
halo_port_limits.h. The pregame screen keeps its three remote machine
panels and shows the first three remote machines instead of asserting
(sizing its arrays by the machine limit read uninitialized widget
pointers). netgame_prejoin_players scans every player slot, and the
player count texts have room for three digits. network_machine_is_valid
widens the char index before comparing it with 128.
- ui_widget_event_handler_functions.c: the join/unjoin, team swap and
countdown handlers use the port's players offset and player count
instead of 0x226/0x242/0x243 and 16.
- hud.c: hud_draw_players sizes its teammate buffer by the port's player
limit and bounds the fill (more than 16 teammates overflowed the stack).
- motion_sensor.c: multiplayer tests the (horizontal) range before a unit
takes a blip slot, so distant units no longer crowd nearby ones out of
the 16 slots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
All 100 functions were strict exact and the 934-byte .data section was
identical to January's: same payload, flags and resolved destinations
for all 228 relocations. But 98 handler functions,
event_handler_function_list and new_campaign_profile_name were external
in our source. cachebeta.pdb publics show all 100 were file-static in
January, and no other January object references them. Adding `static`
to their prototypes and definitions keeps every function strict exact.
All 452 January symbols now match, and the .bss is identical.
The object also emits the three stock D3D SDK .rdata tables. Each is
byte-identical to January's selected copy (rasterizer_xbox_decals,
progress_bar, headers) and pair-links in both orders, like the 54
already-admitted objects that emit them. The rasterizer_xbox_profile
hold additionally rests on that object's own shared-declaration debt.
One pinned entry in config/semantic_data_matches.json.
- Canonical scorer (objdiff 3.3.1): credits 934 data bytes and clears
one more revoked row (4 -> 3).
- Pinned objdiff 3.6.0: a verified no-op.
- No code bytes, no config status change.
Verification: full ninja; stable diff vs frozen 8,245-function baseline
0 gained / 0 regressions; parks 103/0/0; fake-match scan 0 -> 0;
pytest 1154 passed; git diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>