Commit Graph
16 Commits
Author SHA1 Message Date
MrBruh c5fcfbd46a Kick speed hacks and add bans 2026-10-01 13:12:54 +13:00
MrBruh e233e1c1bb Fix fifth netcode review 2026-10-01 09:12:07 +13:00
MrBruh e7d1ed3a67 Harden and fix the netcode 2026-10-01 01:22:46 +13:00
MrBruh 4adc3a87a5 Remove matching tooling and HALO_LINUX ifdefs 2026-09-30 21:49:46 +13:00
MrBruh a17d89c6f1 Merge bnunu/halo-1 main 2026-09-30 18:13:05 +13:00
Jonas Volman 709bfc3a3c Reconcile approved frontier ownership and admission packets
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Do not publish donor research dumps or private assets.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.
2026-09-27 17:12:48 -07:00
MrBruh 755f610025 Fix 128-player multiplayer issues 2026-09-27 18:17:24 +13:00
Jonas VolmanandClaude Opus 5.5 db207ea1a4 Networking: 128 players on up to 128 machines in the native builds
The Xbox game allows 16 players on 4 machines (4 split screen players
each). The native builds raise both limits to 128, keeping 4 players per
machine, and leave the byte-matching build unchanged: every change is
under HALO_LINUX (the MSVC objects compare identical).

- Limits: every local copy of the player and machine limits, and the
  bare 4s and 16s that stood for them, follow halo_port_limits.h. The
  player data array, the machine-to-player table (and its reset) and the
  per-tick update arrays grow with them.
- Records: the copies of struct network_game agree on the larger layout
  and check it against halo_port_limits.h; maximum_player_count becomes
  a byte (128 does not fit a signed char); network_player_is_valid
  checks the machine against the machine limit, not the split screen
  one; a machine's input carries MAXIMUM_LOCAL_PLAYERS actions (16/4
  would have become 128/128).
- Protocol: a message holds at most 4095 bytes (its header has a 12-bit
  length), so the 13 KB game settings record is sent in 3.5 KB pieces
  that clients reassemble; the per-tick update of 128 players (3,857
  bytes) fits. Buffers and the packet codec's limits grow to match, and
  the game search uses protocol version 2 so these builds and the Xbox
  game never see each other's games.
- Connections: the host accepts a client connection per machine (the
  split screen count stood in for it), FD_SETSIZE is 256, stream writes
  send all of a message or drop a peer that stops reading instead of
  corrupting the stream, and the input and update queues are larger.
- Host: lobby changes are sent at most every 250 ms instead of on every
  change (a full lobby would otherwise send ~650 MB), in-game joins wait
  in a queue instead of being dropped, the random name and colour
  pickers stop looping forever once names or colours run out, machines
  get 60 s to load a map, and the debug dump lists only the slots in
  use (128 empty slots took seconds to log).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 10:18:07 -07:00
Jonas Volman 9f74e9937f Import 909 authenticated January and HCEA symbol names 2026-08-31 16:11:03 -07:00
Jonas Volman eca5cb1a16 Reconstruct data packet serialization 2026-07-15 18:52:51 -07:00
Jonas Volman dfaa3a9a34 Reconstruct network message packet definitions 2026-07-15 17:34:34 -07:00
Jonas Volman 26ef675a7f Align network message private symbols 2026-07-15 17:20:46 -07:00
Jonas Volman 66d0f54f9c Match network game message creation 2026-07-15 16:22:59 -07:00
Jonas Volman 1aa822f30c Correct network packet class API 2026-07-15 11:00:01 -07:00
Jonas VolmanandClaude Opus 4.8 35d3a59674 Match network game message initialization, event, and decode
Reconstruct three bounded functions in network_messages.obj against the
January target object:

  initialize_network_game_packets  0x10 padded,  2 relocations
  network_event                    0x60 padded,  8 relocations
  decode_network_game_message      0xa0 padded,  8 relocations

All three are proven exact by coff_compare.py: padded size, normalized
hash, and every relocation offset, type, resolved target and addend.

Parameter names and assert expressions are recovered from the target's
own assert strings. data_0030aa68 is declared with a named container
type following the initialize_key_agreement_packets convention, placing
the packet group at +0x830; its definition is deferred with the packet
definition table.

data_packet_group_decode_packet is declared in data_packet_groups.h,
whose parameter names come from the callee's assert strings.
data_packet_groups.h now includes cseries.h so it is self-sufficient for
translation units that include it without cseries.h first.

code_0011af00 (encode_network_game_message) is left dormant: it takes
message_struct, encoded_message and encoded_message_size in edi/ebx/esi
without saving them, so it uses a private register calling convention
that MSVC only selects with its sole caller, create_network_game_message,
present in the same translation unit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 10:58:22 -07:00
punpckhdq e830efbd7c Initial commit 2025-11-27 02:27:27 +00:00