A game's level name is the map's own (custom_maps\hugeass), so no screen or
server browser listing shows a hash, and the game record's map version is
the map's hash's first 32 bits, which a client finds its file by. Maps are
no longer renamed; a download beside another version of its name is named
<name>_<hash>.map and listed as "(2)"; maps the last build renamed get
their names back. Network version 29: the level name and the map version
mean something else.
Conflicts:
- rasterizer.h: upstream raised the transparent geometry groups to 2048
as we had (halo_port_capacity.h); theirs.
- d3d8_gl.c: the ES capabilities' log with upstream's base vertex and our
multiview.
- p2p.c, p2p_internal.h, p2p_signal.c: upstream's several joins and
reconnect, with our join codes' state and the codes' and public list's
updates each pass.
- network_server_manager.c: a machine downloading the map is not refused,
and the bots' room logic stays.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Network version 28: the host now holds a downloading machine's players out
of the game, and keeps a multiplayer map's first scripted BSP. Dynamic lights
and the flashlight stay on past the Xbox limits, and a second weapon picked
up while firing is readied. Machines of version 27 would disagree on these.
- A large co-op game's respawn fallback no longer picks a teammate who is in
the air, outside the BSP, or riding an AI vehicle.
- A machine still downloading the map times out when it goes silent.
- Held players join through the late-join queue, so they get the same checks.
A machine with no held players is started instead of being refused.
- The co-op teleport uses world positions, which are right for seated players.
- Overshield drain no longer cuts off a hit's flash, and hits over 0.02 flash.
- The menu XML is the generator's (Custom Edition's layout) again.
- port: markers on two new declarations.
Checked: ninja linux, android and web build; tools/harness,
test_touch_menu and test_web_build pass.
Hosts send players who join without the game's Custom Edition map the map
and the resource maps it needs; the other players help, torrent-style.
Network version 27: new map sharing messages, and players of an internet
game now reach each other.
Conflicts:
- render_objects.c: upstream's first-person legs and our VR body share one
node_matrices (ours no longer shadowed it); upstream's legs never in VR
(first_person_legs_wanted: set back behind a flat view's eye, they would
stand behind the player; the VR body is vr.body "full").
- AndroidManifest.xml: upstream's ':game' process left out (the Steam
Frame's Lepton waits for the app's process to end; the headsets have no
Java heap over the Xbox window); HaloApplication kept, idle without it.
- xinput_sdl.c: the touch controls and the web port's, never in VR; the
controllers' rumble in VR before the phone's.
- d3d8_gl.c: multiview's uniforms and upstream's blend constant, both.
- build.yml: Android only; upstream's web and pages jobs off.
- README.md: ours; upstream's in docs/OPENCE_README.md.
- menu_tags.c: our VR pause-list fit dropped: upstream now spaces the rows
30 apart and moves the button hints below them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
248 OpenCE commits (network version 25): touch controls and touch menus for
phones, single-player in-game Settings, opt-in FOV/viewmodel settings, voice
chat and votes to kick, lens flare culling, memory leak fixes (render
targets, gamepads, the Android audio stream), profiling builds, the
HALO_ANDROID split into HALO_ARM64_GUEST / HALO_GLES / HALO_ANDROID.
Conflicts and how they were resolved:
- README.md: ours kept whole. Upstream's README changes (portable build,
profiling builds) went into docs/OPENCE_README.md: upstream's new text
with our header note, links rewritten to ../ and our "made from your own
copy" wording.
- port/android/README.md: both merged; upstream's touch, WSL and save
notes taken, with our application id in every adb path; our VR section,
signing.properties and wording kept; the stale "How it works" list
dropped as upstream dropped it.
- Launcher icons (mipmap-*/ic_launcher_foreground.png, art/android-icon.png):
ours (the Ringfall art). Upstream's helmet monochrome layers,
drawable/ic_launcher_background.xml and its ic_launcher.xml were left out;
our ic_launcher.xml, values/ic_launcher_background.xml and
tools/android_icon.py stay. (port/assets/icon and tools/app_icon.py come
in for the desktop builds' window icon only; do not run app_icon.py, it
would write the helmet into the Android resources.)
- port/android/host/host_main.c: both config helpers kept, and upstream's
emulator write tracking (native_bridge_active); upstream's display width
block dropped in favour of ours (640 in VR) and its display density for
the touch controls moved into our flat (non-VR) branch.
- port/linux/game/menu_functions.c: platform_text_field(typing, password)
from upstream; the VR keyboard launch for text fields kept after it.
- port/linux/game/network_distributed.c: upstream's profile_scope wrappers,
with network_vr_tick and bots_tick kept in their places.
- port/linux/src/dsound_sdl.c: both (our debug.audio_log, upstream's
audio.output_device).
- port/linux/src/port_config.c: our temp-and-rename config write kept,
under upstream's HALO_ARM64_GUEST (it is guest file I/O).
- port/linux/src/sdl_platform.c/.h: upstream's (Android menu pointer from
the touchscreen, Steam keyboard, scoreboard pointer); our quit marker for
the Steam Frame launcher, clipboard_seen and VR frame hooks kept. Our
flat-mouse menu pointer (an emulator aid) is replaced by upstream's touch
pointer, which also drives the menus on the emulator.
- port/linux/src/d3d8_gl.c: halo_ui_pointer_update is upstream's, with the
VR controller ray taking over while VR is active (the touchscreen then
is not the pointer); our persistent-buffer writes kept for stream and
index uploads, now writing upstream's exact length and under HALO_GLES
like the code around them (stream_reserve, index_upload, mirror_refresh
too); multiview uniforms stay under HALO_ANDROID, the counter binding
under HALO_GLES. Visibility counters: ours kept (the snapshot ring with
multiview views, host_gl_counters_snapshot) over upstream's per-frame
glCopyBufferSubData into counter_snapshots: ours reads finished frames
without stalling and counts both eyes' samples once; upstream's
desktop query batches come in unchanged.
- port/linux/src/xinput_sdl.c: both (VR controllers and touch controls).
In VR the touch controls neither show nor act (touch_input_gamepad,
touch_input_controls, touch move/look skipped); rumble goes to the
controllers in VR, to the phone otherwise.
- source/interface/first_person_weapons.c: both (VR scope pass check and
display.viewmodel_visible).
- source/interface/ui_widget.c: upstream's reworked menu targets taken
(ui_mouse_fit_button_targets, merged rows, widened values), which do
what our icon_x0 key picking and the 12-unit value arrows did; our VR
label distance (25) kept, and a VR ray counts as a coarse pointer, so it
gets the taller legend areas and the widened values (not the merged
rows: a row's label still presses A). Our join code and VR options
panels kept; their early return now forgets the frame's targets too.
The on-screen keyboard: upstream's virtual_keyboard_click for taps and
the mouse, ours (hover highlights the key) for the VR ray only.
- source/main/main.c: both (VR phases around upstream's profile scopes).
VR guards for new upstream features:
- view_fov.c: display.fov, display.viewmodel_fov and
display.viewmodel_visible do nothing while VR is active (the headset
gives each eye's frustum; the weapon is in the hand).
- Touch controls: off in VR (xinput_sdl.c), the menus' touch pointer too
(d3d8_gl.c); the overlay stays hidden as the game never reports a scene.
- Lens flare culling (744040c8, b1a71709) uses global_window_parameters'
frustum, which in VR is each eye's (per-eye passes) or the union frustum
of the multiview centre camera: no change needed.
- In-game Settings: VR options still open with Y on the main and pause
menus (checked flat with debug.vr_options).
- The back button change (enableOnBackInvokedCallback=false) keeps the
legacy KEYCODE_BACK path, which targetSdk 35 already had: no change on
Quest or Frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A machine whose address or hardware id is in bans.txt, or that was dropped
for cheating, was told the game is not open when it tried to join again;
it is told it is kept out (_rejection_code_blacklisted_machine), as at the
ban itself.
(cherry picked from commit 73c78610c67cd3827592673f1b06a1d38babe4ac)
Adapted: without the dedicated server's drop function it was declared
beside (in a server/ folder, not taken), and a machine kept out by a
vote (OpenCE's network_votekick.c) is told it is kept out too.
(cherry picked from commit c0191dd9beb4bfd26dd73ba0923cb7edeea44d49)
The console runs what it is sent as scripts. A browser can be made to send
an HTTP request to a local port; such a client is now dropped at its first
line instead of having its lines run.
(cherry picked from commit faa2a331383f4dedce63487d813b7348c00b6f26)
(cherry picked from commit 40a6262e9be05db11317522f9ee9424405124025)
While searching for games the client wrote to its connection before it had a socket (Winsock error 10038); that marked the connection closed, and when the player then picked a game every write of the join request failed, so the first join to a host hung and gave up. Connecting now clears that, and any half-sent data. A second try worked only because it made a new connection.
(cherry picked from commit 4b18b99af6d977707203b304d104c84fb23fecb4)
Opus voice chat (port/third_party/opus 1.5.2, port/linux/src/voice_audio.c, port/linux/game/network_voice.c), relayed by the host, in the lobby too. The host decides in Server Setup > Teamplay Options: lobby voice (on by default), the game's mode (off, team near, anyone near, team, team and enemies near: the default), the near distance, and the quality, 8 to 64 kbps (24). Each player picks push to talk (V), open mic or off, the voices' volume, and the output and input devices in Settings > Audio, and mutes others from the scoreboard's menu. A speaker icon marks who talks in the lobby, on the scoreboard and in a list in game. The host takes a machine's frames only with the key it gave it over its stream, within the quality's size, 50 a second and 8 talkers at once, and sends voices only to machines that asked for them, so the network version stays.
Any player of a network game can start a vote to kick another, on any team, by picking their name on the scoreboard (right-click while it is open frees the mouse) or with the console's votekick; the host's own scoreboard also has Kick and Ban (Ban picked twice). The host alone counts (port/linux/game/network_votekick.c): votes only from each voter's stream, one per real address and again per hardware id (which only removes votes), time played on the host before starting (network.votekick_minutes) and voting, more than half of everyone with the target counted and at least two, one vote at a time with cooldowns for a failed vote's starter and target, and a passed vote keeps the player out for network.votekick_ban_minutes. Builds without it drop the new messages, so the network version stays.
Conflicts:
- d3d8_gl.c, xgpu.h: upstream's own snapshot ring for the visibility
counters left out for ours (host_gl_counters_snapshot, the same idea,
tried on both headsets, which also halves multiview's counts; its copy
already has the memory barrier upstream added); both declarations kept.
- rasterizer_xbox.c: the mirrored skinning's winding and upstream's
many-node matrices, both.
- main.c, network_server_manager.c: both (bots' machines and a lone host
may count down).
- android_build.py: the OpenXR loader and upstream's SDL mouse patch
(another SDL file than ours), both.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A host's map name of con, nul, com1 and the like made a client on Windows
open that device as the map, which could hang it. Such names are now
refused with the other invalid map names.
A client refused a host's map name with any character outside letters,
digits and _ - . space and backslash, so a game on a Custom Edition map
named like [H2]_Lockout could not be joined. These five characters mean
nothing to a path and are now accepted too.
Fixed: Weapons whose trigger had flag "analog rate of fire" now read how far the trigger is pulled: fully for mouse/keyboard, the actual pressure for a controller trigger. Before they never fired.
source/input/input_abstraction.c
source/input/input_abstraction.h
source/game/player_control.c
Fixed: Weapon spawn orientation on Custom Edition maps. Multiplayer weapons and items now spawn facing the way the map places them, as in Halo PC.
source/game/game_engine.c
Added: PC vehicle set. There's a new PC option in the vehicle set list, between Gun Turrets and Custom. A team set to PC gets every vehicle the map places, as in Halo PC. On Custom Edition maps that means every placement whose spawn flags name the gametype.
port/assets/menus/ce/strings.xml
port/linux/game/menu_functions.c
source/game/game_engine.h
source/game/game_engine.c
Added: Start LAN, internet and split screen games alone. A game with one machine and one player can now start. Pressing start alone begins the countdown, others can join while the game is in progress, and the lobby no longer says it's waiting for another machine or player.
source/networking/network_server_manager.c
source/interface/ui_widget_game_data_input_functions.c
A client joining a game on a Custom Edition map checked only that it had a
file of that name. With another version of the map (an older release, a
re-edit), its tags are not the host's: the objects, weapons and vehicles the
host sends are other things there, and the game desyncs or crashes.
The host now sends its map file's header checksum as the game record's map
version, which the Xbox game always left 0, and a client whose copy has
another checksum leaves with an error saying so and where to copy the
host's. The record's layout is unchanged: a host that sends 0 (an older
one, or the game's own maps, whose builds of other regions play together)
is not checked, and older clients ignore the field.
A client joining a game on a map it does not have (a Custom Edition map
not in custom_maps, or one of the game's own not in maps) now leaves with
an error naming the map and where to copy it, instead of the damaged disc
error. It also says when the map cannot run there or the host names a
Custom Edition map as other versions do. The port's error texts wrap to
their dialog, in the smaller font when they would not fit.
Network version 22: hosts now name Custom Edition maps custom_maps\<name>,
which older clients cannot load or explain; they are told to update.
Conflicts: port_config.c (both sides' debug settings), hud_weapon.c (the
VR crosshair filter before upstream's state index check),
first_person_weapons.c (the VR arms kept; upstream's animation node check
added, and its node count limit applied to the VR arms too).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: d3d8_gl.c (multiview variants kept beside the per-pixel lit
shaders: shader[4] and lit_shader[4], vertex_shader_get takes both;
multiview targets before multisampling; the picture read resolves both),
nv2a_vsh.c/xgpu.h (lighting and multiview parameters), render.c (no
anti-aliasing pass on VR eye passes), dsound_sdl.c, p2p.h.
VR: anti-aliasing off (the eyes go to the headset from their textures);
the VR online list skips password games (the server browser asks).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The bots fill the game up to its maximum; a machine joining the lobby
keeps its place (no bot added for it) and its player takes the last
bot's; the game lists as open while a bot could leave.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- bots: no more than the game's MAXIMUM PLAYERS has room for beside the
people (instead of raising it); the host options show and change the
bots there are
- VR options hint on the PC main menu drawn whole (left-aligned)
- the online and host panels: a click beside them or on their key's B
closes them, on the online panel's X enters a code
- spinners' arrows (drawn just outside them) clickable
- Android flat (the emulator): the mouse drives the menus' pointer, for
testing the menus' clicks with adb shell input mouse
- Frame launcher: Lepton's logcat of the game's container in logcat.txt
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- menu_tags.c builds the PC menus in VR too unless vr.menus = "xbox"
- their text fields (Server Setup's game name) typed on the Xbox's
on-screen keyboard in VR
- join code / online panel on the PC Server Browser (X or click its hint),
host options (Y or click) and join code on the PC lobby, VR options on
the PC main menu
- bots: room made for them beside the people (Server Setup's maximum
players), none in co-op
- player_name_valid accepts trailing spaces (Xbox menus pad new profile
names, "New001 ", which the PC lobby refused)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Upstream's online co-op (network_actors.c, network_coop.c) ticks beside the
VR port's VR relay and bots; its message types end at 77, below the VR
port's from 240. The look and move flags the action test reads moved into
player_control_action_test_note: the head's turning goes there too. The
vertex shader's screen-space undo is upstream's on every platform now, with
the multiview eye offset after it on Android. The APK carries upstream's
brokers.txt beside the FDM layer stub; the updaters keep the VR port's own
repository (upstream's now points at OpenCommunityEdition/OpenCE).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- AI units' teams go with their states, so friendlies aren't red on
clients' reticles.
- A skipped cutscene's music and dialogue stop on the clients.
- Winning a level returns every machine to the lobby with the next level
set up, instead of leaving them on its last screen.
- Help text carries whether the host shows it, so no prompt is dropped.
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.
network_game_server_is_bot_machine (cea7abfc, Bots as players of the
host) was written into the HALO_ANDROID block of network_server_manager.c
while bots.c calls it on every platform, and so was the array it reads;
both move out of the guard (on the desktop nothing marks a bot machine,
so the check is always false there, the writes stay Android-only).
glClearDepthf (dc21f4b4, Play in VR on OpenXR headsets) is ES-only:
GL_FUNCTIONS declares it for Android's loader and the define at the top
maps glClearDepth to it, but the desktop context links against GL's
glClearDepth. The clear now calls glClearDepth, which the Android define
turns into glClearDepthf as before.
Upstream's server browser of public internet games (p2p_lobby.c) and the VR
port's own public list share the brokers: its topics are a table now, and
the VR port's (join codes' and public games') are entries of it; the VR
port's retained publishes carry MQTT 5's empty properties. The VR port's
public toggle lists the game in the server browser too, and the VR online
panel shows the server browser's games (PC, phones, VR) first, joined by
their invites, then its own list's that it has not.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server browser cleans each game's name as a host cleans the names
of the players and machines that join it, and leaves out a game whose
name has nothing left that names it. A host lists a Latin letter with
a mark as its plain letter, as player names are read.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>