Garbage (bodies, dropped weapons) is kept while a player may see it: in any player's potentially visible clusters, near them or in a 45 degree cone of where they aim, however far. With many players spread over a level and many bodies (co-op's extra enemies), every body was seen by someone, nothing could go, and the whole collection (each garbage object's visibility, the object memory pool compacted) ran again every tick on the host, which also wrote 'garbage collection critical' to debug.txt each tick while short of memory. A player now sees garbage no further than 30 world units off, a collection of active garbage that left too much is tried again only after a second, nothing collected compacts nothing, and the critical line is logged as often as the warning. Running short of memory or objects still collects at once.
With many enemies (co-op's extra enemies) object memory runs low and the
garbage collector prints "garbage collection critical" and "removing
objects" at every pass, filling the screen for the host and every client.
They are the game's own chatter, so they show as game.console_log says, as
the sound and texture caches' already do; the log keeps every line.
The Silent Cartographer with 32x co-op enemies (484 actors) went from 53
to about 97 fps on the Linux PC, with the same game and the same picture:
cluster list removals start where the reference was put, full data arrays
are not walked again, object lighting keeps each cluster's drawn lights
and passes over far ones without their distance, the per-texture profile
timer only runs while something reads it, and the renderer binds streams
once per draw, caches its texture, target and shader lookups, and no
longer makes Mesa's GL thread wait on large uploads or visibility tests.
Breakable surfaces (glass) are broken by each machine's own projectiles
with its own random damage, so a pane could shatter on the host and stay
whole, still blocking, on a client. In co-op the host now sends each break
(and a few again every refresh, for late joiners), and a client breaks the
same surface with its shards.
Destructible scenery and devices (lights, panels) are the map's, at the
same index on every machine, but only damage to units was synced: a
client's shots never damaged them, and what the host broke didn't break
or play its effects on the clients. A client now reports its hits on them
like any other, the host checks and deals them, and every client deals the
host's damage to its own copy, which breaks, plays its effects and is
destroyed as the host's was.
Both are new message kinds that a client without them ignores, so the
network version is unchanged.
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:
- volume_test_objects_all on the players waited for every player in the
volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
second was left out of what they did: Pelican loads (a30's pickups,
insertions), getting out, cutscene teleports and freezes, starting
profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
shaft door) wasn't active on clients: the cluster the scripts force
active (object_pvs_activate) now rides in the presentation's spare
bytes, and what the host's camera films is sent to clients as often as
what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
players, leaving them in the failure cutscene for good. It now reverts
like the cutscene skip does; everyone dying still respawns at the last
checkpoint. The scripts' game_revert reverts the same way.
The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.
An antenna's chain is a simulation of the Xbox's own step, an update a tick,
and the port was stepping it once a frame with the frame's own time. Its
springs, its carry and the points' physics then acted against the frames'
movement of it, so how far the chain moved per update depended on the frame
rate, and a vehicle at speed swung it far wider than a tick's step does.
- game.c steps the chain in the tick, beside the effects, which are already
stepped there.
- antenna.c records the shape each tick leaves, relative to the point the
vehicle's marker carries the base by. A frame drawn between two ticks is the
part of the way between those two shapes that it is, carried to where the
marker is now, so the chain stays on the vehicle it hangs from instead of
lagging a tick behind it. The gate that left a chain that had not been drawn
for five updates unstepped counted frames; it counts ticks now, which is
what it counted on the Xbox.
- widgets.c no longer steps the chain from the widget update, which ran once a
frame.
- game_time.c draws the per-frame effects and widgets that hang off objects
(game_frame) with the pose between the last two ticks, the pose the renderer
draws with, so what they place on an object is drawn where they put it.
- objects.c hands markers the matrices the renderer draws with, so an effect,
a particle system or a contrail attached to a moving object follows it
between the ticks too.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Recover transparent geometry submit (+1,285 meaningful code, zero exact losses); reconcile COMMON ownership and Q10 85+EXT1 credit, actions/main data, and separately disclosed denominator corrections. Preserve canonical-only repairs and all held research. C09 is ordinary disclosed cleanup, not a claim of proven scaffolding intent. Clean rebuild, 1,663 tests, parks, audits, provider links and independent EXT1 check pass. Local reconciliation only.
Import only independently reviewed production changes. Preserve canonical physics and virtual-keyboard repairs; keep B3 and all unresolved holds out.
Record exactly four approved canary debits (6987 meaningful bytes), six Halo admissions and two revocations. Keep vendor ioinit/storage work separate. Full build, 8252-row sweep, 1318 tests, park/admission/fake audits and 621-object binding pass within approved debit bounds.
Do not publish donor research dumps or private assets. README and unrelated user research remain untouched. See frontier_publication_reconciliation_20260927.md for complete evidence limits and accounting.
Independently gate storage + K, OQ-4 P-a/P-b1, four static-local packets and comment-only disclosures. Preserve all 7641 exact owner rows, 71 valid parks and 1161 passing tests; code/data credit unchanged. G and game_engine admission remain held because current canonical loses populate_statistic_buffer. Existing collision static-local repair is not duplicated. No donor tree, held candidate, scorer or private asset imported.
The Xbox game state (0x345000 bytes at 0x80061000) ends exactly where the
map-linked tag cache begins and has 948 bytes free, so a 128-player
session cannot even allocate its player datums. The native builds now
place a 16 MB game state (CPU 0xFC0000, GPU 0x40000) at 0x81A00000, above
the tag cache and below everything the Xbox memory window hands out
top-down, and grow the pools that scale with the number of players:
- objects: 2048 -> 8192 headers, 1 MB -> 8 MB pool; the garbage limits
keep January's proportions (5/10/20 % of the pool, 2.5/5/10 % of the
headers, 75/50/30 active garbage objects per 16 players)
- cluster partition reference lists 2048 -> 8192 (collideable and
noncollideable objects, lights); a full list drops objects out of
rendering, collision and sphere queries
- effects 256 -> 2048, effect locations 512 -> 4096
- particles 1024 -> 8192 (render_particles' visible list, filled without
a bound check, follows), particle systems 64 -> 256, their particles
512 -> 4096
- contrails 256 -> 1024, contrail points 1024 -> 8192
(MAXIMUM_CONTRAIL_POINTS stays the pool size for the same reason)
- lights 896 -> 4096, object looping sounds 1024 -> 4096
- cached object render states and rendered objects 256 -> 1024
- script object-list references 128 -> 1024, objects one explosion can
damage 64 -> 256
The values live in port/linux/include/halo_port_capacity.h, included by
halo_port_limits.h. With 128 player datums the CPU part holds 14,256,908
bytes (2,258,164 free). Saved games and cores grow to 16 MB. Every change
is under HALO_LINUX; the MSVC objects are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
All packets passed a precedent audit and an independent adversarial review.
No object changes status.
- Storage per cachebeta publics (source static + symbols.json rows):
- bink_playback: four globals;
- weapons: 11 rows + weapon_magazine_finish_reload;
- object_lights: 4 helpers; should_render_lights is the /Od-attested call and
its prototype leaves the public header;
- vehicles: _update_turret_physics;
- weather_particle_systems: one_over_char_max is external (cachebeta public,
HCEX Global); its globals are static;
- rasterizer_xbox_debug: 8 D3DINLINE wrapper rows (already Matching: audit
FAIL(8) -> PASS, pdb 8 -> 0).
- draw_string: the invented external draw_string_globals aggregate (pads, blob,
#define aliases) becomes four HCEX-attested file statics in /Od declaration
order with = { 0 } (a595bbc2 precedent); typed multitexture params.
- render_debug: three rule-6 hand expansions become real point_from_line3d
calls (ruling #1/#2); the opaque vehicle view gives way to struct
vehicle_datum + vehicle_datum_try_and_get; the six debug_* toggles become
tentative definitions (COMMON evidence).
- vehicles: the TU-wide REAL_MATH_EXTERNAL_POINT_FROM_LINE3D define is gone and
the pathfinding hand expansion becomes the genuine call (ruling #1).
- rasterizer_xbox_profile V1R (reviewer-amended): byte-inert /Od parameter
order, the BUG marker comment, detail_objects via the rasterizer_xbox.h API,
and a rejection text that keeps the SDK-table policy question open.
- semantic_data_matches.json: single-section '$'-defect entries with
allow_incomplete_unit for projectiles _projectile_update_section (1,548 B) and
object_lights _lights_section (1,541 B) (leaf_map / editor_flying_camera /
race precedents).
Gate (full ninja, objdiff 3.3.1): objects 384 (unchanged), code unchanged,
data +3,089; stable diff 0 regressions; parks 83/0/0; admission 10/0/2/0; fake
scan 26; pytest 1159 passed; diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- rasterizer_xbox_dynavobgeom (admission, reviewer-amended): genuine shared
declarations replace the caller-local debug-options, window and pixel-shader
views; /Od-attested vector_from_points3d/dot_product3d calls and HCEX locals
in the unlit draw; the HCEX function-static `warned` latch; MAX() for the
/Od ?: store; nine D3DINLINE wrappers static per cachebeta; rejection retired.
- damage (reviewer B+): _object_damage_body exact (1360); four statics per
cachebeta; park retired. The AOE header-helper form (patch A) stays held.
- players: January-static storage (3 rows) plus the COMMON tentative
definitions of players_globals/team_data (January linker_common records).
- hs: 839 January-static storage flags and the /Od-attested static helper
hs_enumerate_scenario_data replacing 11 hand expansions (reviewer-amended;
the real_random_range cleanup stays held with the P1 class).
- hs_scenario_definitions: first-party static byte_swap_script_syntax_data.
- player_profile (HCEX profile_color_table) and main (/Od main_exit shape):
reviewed zero-credit packets; three parks re-baselined.
Gate (full ninja, objdiff 3.3.1): Halo objects 377 -> 378; stable diff +1
strict / 1,360 padded, 0 regressions; parks 86/0/0; admission 11/0/3/0; fake
scan 26; pytest 1157 passed; diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
objects.h: both bounding-sphere inline assertions report OBJECTS_H_FILE, which
defaults to January's relative "..\objects\objects.h". object_lights defines the
absolute spelling first, as January's string census shows. action_vehicle loses
its NODUP hand copy of object_get_bounding_sphere, so the header inline is the only
definition. render_objects' lighting_storage becomes the static local of
object_get_cached_render_lighting (symbols.json).
path.h: the opaque __unknown140A0[0x5C] span is HCEX's `struct path_result
result`, and path.c stores through the field instead of a punning cast.
Consumer sweep (full ninja, objdiff 3.3.1): stable diff shows 0 regressions and no
moved rows beyond the batch-1/Layer-2 gains. Parks 93/0/0, admission 15/0/7/0,
pytest 1157 passed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shared-header prerequisite packet:
- real_math.h: distance2d/distance3d become square_root(distance_squared*(a,b))
(/Od build, no local); project_point2d takes short mapping locals and a
single ?: store (/Od-attested, equal to January's selected copy);
lock/unlock_global_random_seed move from the 2026-09-04 reconstruction
header random_math.h into real_math.h's existing RANDOM_MATH.C prototype
section (main.c calls them without random_math.h).
- action_vehicle, path_obstacles, decals drop their '#define x x_inline'
renames and hand-written NODUP helper copies; the header inlines now emit
byte-identical copies of January's selected sections.
- object_lights and players adopt the /Od caller spellings (0x5d0d50).
Full ninja + rename-stable 8,245-function diff: +2 exact
(_player_set_action_result, _convex_hull2d_perimeter; park retired),
0 regressions. _ai_test_line_of_sight park remeasured (size/relocations
unchanged, fuzzy 97.98 -> 97.92).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
cachebeta.pdb publics show 31 objects.obj symbols were file-static in
January, and no other January object references any of them. Only
symbols.json and our source disagreed with January.
- 29 functions were already static in our source; their symbols.json
entries gain "static": true.
- object_memory_release_procs becomes static.
- object_update becomes static, and its public prototype leaves the
shared objects.h. It is defined before every use in objects.c.
objects now matches January in all 225 symbols, all 121 functions stay
strict exact, and its 1,530-byte .data section is identical. It is
still held: five candidate-only helper COMDATs conflict with
hand-written NODUP providers (path_obstacles, action_charge,
player_control, bored_camera). It also emits the three stock D3D SDK
tables that keep rasterizer_xbox_profile held. No
semantic_data_matches entry, no credit.
Verification: full ninja (the objects.h edit rebuilt its 92
consumers); 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>
Each of actor_types, recorded_animation_definitions,
model_animation_definitions, sound_classes and object_types had strict
exact functions and a .data section byte-identical to January's: same
payload, flags and resolved relocation destinations. But each also had
private symbols whose storage disagreed with January. cachebeta.pdb
publics are the independent truth: none of the corrected symbols is
public, and no other January object references them.
- actor_types: the address-named accessor and table become
actor_type_definition_get and actor_type_definitions, both static.
January's own assert strings name the table, and the Halo CE atlas
names the accessor at the same 0x140-byte span.
- recorded_animation_definitions: byte_swap_recording is static.
- model_animation_definitions: the seven *_animation_list_entries
arrays are static beside their public animation_list wrappers.
- sound_classes: _code_001b84c0 is sound_class_datum_get (static). The
atlas mapping is anchored on six exact sound_classes names.
- object_types: bss_00456e98 is processed_bsp_flags (static), the
object's only file static in HCEX.pdb.
- items: drop the hand-written NODUP valid_real_matrix4x3 and
valid_real_vector3d_axes3 copies (bodies identical to real_math.h).
items genuinely uses them, and all 18 items rows are unchanged. This
lets object_types' candidate-only copies pair-link. All eight
object_types helper COMDATs are byte-identical to January's selected
copies.
Five pinned entries in config/semantic_data_matches.json.
- Canonical scorer (objdiff 3.3.1): credits 6,656 data bytes and clears
5 more revoked admission rows (9 -> 4).
- Pinned objdiff 3.6.0: already fully matched (verified no-ops).
- 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; whole-object audit
PASS, PDB-storage 0 disagreements and provider links PASS for all five;
fake-match scan unchanged (0 -> 0) on all six changed sources; pytest
1154 passed; git diff --check clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Integrate verified source and data progress; exclude unproven COMMON ownership, held UB/asm forms, and address-named data credit. Stable sweep: 23 exact functions gained, zero lost.
- _hud_render_unit_interface (3,504 B): January's local-player re-read for
the HUD state, flag-macro draw flags, advancing shield color pointer,
named auxiliary panel, direct flash-time indexing (park reopen)
- _flag_render_proper: loop counters reset in the for-initializers
- _path_state_begin: single exit, distance_squared3d + square_root, a
destination pointer shared by the helper and the error text (park reopen)
- _blip_begin: January's caller pushes a zero second argument the callee
never reads; the parameter is added with a provisional name and comment
(park reopen). The caller park _render_motion_sensor is re-measured
(non-exact before and after).
Rejected: _render_debug_trigger_volumes (duplicated arm stores), leaf_map
rows (owner-declined P7 projection_from_vector3d body),
_closest_point_to_attractor (point_from_line3d COMDAT).
Stable diff vs 9062b1e96: 0 regressions; parks 230 -> 226.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Wave w3 landing, adversarially verified. park reopens: _lightning_offset_marker_position. Full ninja build and per-function stable_verdicts sweep: 0 regressions. 1 park(s) removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
symbols.json names the private profile_section static _lights_section (January name record "lights"; campaign <name>_section convention, static). light_unmarked and find_point_lights_for_object_in_cluster use the exact siblings' spelling; build_distant_lights uses magnitude2d on the shadow vector; lights_prepare_for_object_static scopes its corner point; lights_preprocess_scene uses the parent unit camouflage directly, the marker forward vector and January's radius-before-color store order. 5 parks removed. Adversarially verified in wave D; full build of the combined object_lights + observer set: 0 regressions, parks 391/0/0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>