proxy: document visual sneak SetSneaking result

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2026-06-03 12:12:42 +12:00
parent 18379f2b28
commit 1aecccefb7
2 changed files with 185 additions and 16 deletions
+114
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@@ -2375,6 +2375,120 @@ mutating actors by default.
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## 2026-06-03 - Proxy Visual Sneak Stage 1 SetSneaking Experiment
### Summary
Enabled the runtime-proxy-only visual sneak experiment that calls
`RE::Actor::SetSneaking(...)` on assigned runtime proxy actors when the matching
remote player's `isSneaking` state changes.
### Files Changed
- `plugin/src/F4TProxyActorController.cpp`
- `docs/dev-log.md`
### Details
- Set `kEnableProxyVisualSneakSync` to `true` and kept
`kEnableProxyVisualSneakExperimentalGraph` set to `false`.
- Kept `kEnableProxyAIMovementIntentSuppression` disabled.
- Replaced the enabled visual-sneak TODO path with a per-slot transition writer
that calls `RE::Actor::SetSneaking(a_remotePlayer.isSneaking)` only when the
requested visual sneak state differs from the last applied state, or when no
visual sneak state has been applied to that slot yet.
- Tracked applied visual sneak state with the existing
`hasAppliedVisualSneakingState` and `lastAppliedVisualSneakingState` fields.
- Added transition-only logs for applied visual sneak `true`, applied visual
sneak `false`, and `SetSneaking(...)` returning `false`.
- Added lifecycle clear handling that calls `SetSneaking(false)` for a valid
runtime proxy actor before hold/disconnect, reusable transition, or
reassignment clears visual sneak tracking.
- Preserved existing animation debug logs, runtime proxy spawn/movement/snap
behavior, same-cell gating, held/disconnected/reusable lifecycle, combat/AI
neutralization, placed fallback availability, and the game-thread proxy
controller boundary.
- Left networking, protocol, Python server code, fake-client tooling, local
player send logic, remote state storage, animation graph events/variables,
`PerformAction`, `ActorState` writes, package/pathing/AI movement changes, and
vendored CommonLibF4 unchanged.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
- Manual test placeholder: start the Dev Server GUI, launch Fallout 4 through
F4SE, `coc F4TTestCell01`, add fake clients, and toggle sneak on/off.
- Expected manual result: only the assigned runtime proxy for the toggled fake
client receives visual sneak transition logs and, if `SetSneaking(...)` works
visually, crouches/stands with that fake client's `isSneaking` state.
- Expected disconnect/reuse result: held or reused runtime proxies are cleared
with `SetSneaking(false)` and do not remain stuck crouched for the next remote
player.
### Known Issues
- Visual crouch behavior is still experimental. `SetSneaking(...)` may return
false or may not visibly crouch this kind of runtime proxy actor, but the
transition attempt should be logged without crashing.
- Manual in-game validation is still required for visual behavior, multi-client
isolation, disconnect cleanup, and reuse cleanup.
### Rollback
- If the proxy crashes, stops moving, gets stuck crouched, affects the local
player, affects the wrong proxy, starts independent AI walking, or breaks the
disconnect/reuse lifecycle, set `kEnableProxyVisualSneakSync` back to `false`
and keep the scaffolding/debug logs.
### Next Steps
- Run the manual fake-client sneak toggle plan in `F4TTestCell01`.
- Record whether `SetSneaking(...)` produces a visible crouch/stand result on
runtime proxy actors.
---
## 2026-06-03 - Proxy Visual Sneak Stage 1 Rollback
### Summary
Rolled the runtime proxy visual sneak mutation flag back off after Stage 1
confirmed `RE::Actor::SetSneaking(bool)` is safe to call but does not visually
crouch transform-controlled runtime proxy actors.
### Files Changed
- `plugin/src/F4TProxyActorController.cpp`
- `docs/dev-log.md`
### Proxy Visual Sneak Stage 1 Result
`RE::Actor::SetSneaking(bool)` was tested as the first visual sneak candidate. The call succeeded and did not crash, and per-slot sneak state transitions were detected correctly. However, the runtime proxy did not visually crouch in-game. This suggests `SetSneaking` alone does not drive the actor animation graph for transform-controlled runtime proxy actors.
The visual mutation flag has been set back to disabled by default. The scaffolding, read-only diagnostics, and transition logging remain in place for future animation investigation.
Next investigation should focus on read-only animation graph variable discovery before attempting graph writes or animation events.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
- Pending manual validation: fake-client sneak toggles in `F4TTestCell01`
should still produce animation debug `isSneaking` transition logs without
applying visual sneak mutation by default.
### Known Issues
- Visual crouch behavior remains unresolved; `SetSneaking(...)` alone did not
visibly crouch runtime proxy actors.
### Next Steps
- Proxy Animation Graph Read-Only Investigation.
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