proxy: document visual sneak SetSneaking result
This commit is contained in:
+114
@@ -2375,6 +2375,120 @@ mutating actors by default.
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---
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## 2026-06-03 - Proxy Visual Sneak Stage 1 SetSneaking Experiment
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### Summary
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Enabled the runtime-proxy-only visual sneak experiment that calls
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`RE::Actor::SetSneaking(...)` on assigned runtime proxy actors when the matching
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remote player's `isSneaking` state changes.
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### Files Changed
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- `plugin/src/F4TProxyActorController.cpp`
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- `docs/dev-log.md`
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### Details
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- Set `kEnableProxyVisualSneakSync` to `true` and kept
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`kEnableProxyVisualSneakExperimentalGraph` set to `false`.
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- Kept `kEnableProxyAIMovementIntentSuppression` disabled.
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- Replaced the enabled visual-sneak TODO path with a per-slot transition writer
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that calls `RE::Actor::SetSneaking(a_remotePlayer.isSneaking)` only when the
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requested visual sneak state differs from the last applied state, or when no
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visual sneak state has been applied to that slot yet.
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- Tracked applied visual sneak state with the existing
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`hasAppliedVisualSneakingState` and `lastAppliedVisualSneakingState` fields.
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- Added transition-only logs for applied visual sneak `true`, applied visual
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sneak `false`, and `SetSneaking(...)` returning `false`.
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- Added lifecycle clear handling that calls `SetSneaking(false)` for a valid
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runtime proxy actor before hold/disconnect, reusable transition, or
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reassignment clears visual sneak tracking.
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- Preserved existing animation debug logs, runtime proxy spawn/movement/snap
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behavior, same-cell gating, held/disconnected/reusable lifecycle, combat/AI
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neutralization, placed fallback availability, and the game-thread proxy
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controller boundary.
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- Left networking, protocol, Python server code, fake-client tooling, local
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player send logic, remote state storage, animation graph events/variables,
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`PerformAction`, `ActorState` writes, package/pathing/AI movement changes, and
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vendored CommonLibF4 unchanged.
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### Testing
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- Ran `xmake build` from `plugin`; it succeeded and rebuilt
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`Fallout4Together.dll`.
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- Manual test placeholder: start the Dev Server GUI, launch Fallout 4 through
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F4SE, `coc F4TTestCell01`, add fake clients, and toggle sneak on/off.
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- Expected manual result: only the assigned runtime proxy for the toggled fake
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client receives visual sneak transition logs and, if `SetSneaking(...)` works
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visually, crouches/stands with that fake client's `isSneaking` state.
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- Expected disconnect/reuse result: held or reused runtime proxies are cleared
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with `SetSneaking(false)` and do not remain stuck crouched for the next remote
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player.
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### Known Issues
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- Visual crouch behavior is still experimental. `SetSneaking(...)` may return
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false or may not visibly crouch this kind of runtime proxy actor, but the
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transition attempt should be logged without crashing.
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- Manual in-game validation is still required for visual behavior, multi-client
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isolation, disconnect cleanup, and reuse cleanup.
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### Rollback
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- If the proxy crashes, stops moving, gets stuck crouched, affects the local
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player, affects the wrong proxy, starts independent AI walking, or breaks the
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disconnect/reuse lifecycle, set `kEnableProxyVisualSneakSync` back to `false`
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and keep the scaffolding/debug logs.
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### Next Steps
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- Run the manual fake-client sneak toggle plan in `F4TTestCell01`.
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- Record whether `SetSneaking(...)` produces a visible crouch/stand result on
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runtime proxy actors.
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---
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## 2026-06-03 - Proxy Visual Sneak Stage 1 Rollback
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### Summary
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Rolled the runtime proxy visual sneak mutation flag back off after Stage 1
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confirmed `RE::Actor::SetSneaking(bool)` is safe to call but does not visually
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crouch transform-controlled runtime proxy actors.
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### Files Changed
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- `plugin/src/F4TProxyActorController.cpp`
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- `docs/dev-log.md`
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### Proxy Visual Sneak Stage 1 Result
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`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.
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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.
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Next investigation should focus on read-only animation graph variable discovery before attempting graph writes or animation events.
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### Testing
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- Ran `xmake build` from `plugin`; it succeeded and rebuilt
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`Fallout4Together.dll`.
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- Pending manual validation: fake-client sneak toggles in `F4TTestCell01`
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should still produce animation debug `isSneaking` transition logs without
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applying visual sneak mutation by default.
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### Known Issues
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- Visual crouch behavior remains unresolved; `SetSneaking(...)` alone did not
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visibly crouch runtime proxy actors.
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### Next Steps
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- Proxy Animation Graph Read-Only Investigation.
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---
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## Entry Template
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Use this format for future updates:
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@@ -72,6 +72,9 @@ namespace
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constexpr auto kRuntimeProxyVisibilityDiagnosticLogInterval = 2s;
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constexpr auto kProxyNeutralizationInterval = 2s;
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constexpr bool kEnableProxyAIMovementIntentSuppression = false;
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// Stage 1 tested RE::Actor::SetSneaking(bool). It compiled and did not
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// crash, but did not visually crouch runtime proxy actors. Keep disabled
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// until animation graph/state investigation identifies a better visual route.
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constexpr bool kEnableProxyVisualSneakSync = false;
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constexpr bool kEnableProxyVisualSneakExperimentalGraph = false;
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constexpr auto kNotInTestCellLogInterval = 30s;
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@@ -4073,6 +4076,34 @@ namespace
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a_slot.lastAppliedVisualSneakingState.reset();
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}
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void ClearSlotVisualSneakIfApplied(
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ProxyActorSlot& a_slot,
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RE::Actor& a_proxy,
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std::string_view a_reason)
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{
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if (!a_slot.hasAppliedVisualSneakingState) {
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ResetSlotVisualSneakTracking(a_slot);
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return;
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}
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const auto applied = a_proxy.SetSneaking(false);
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if (applied) {
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LogInfoWithLocalPlayerPrefix(std::format(
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"Runtime proxy visual sneak cleared on {} for remote player {}: actor={:08X}, appliedSneaking=false.",
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a_reason,
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a_slot.remotePlayerId,
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a_proxy.GetFormID()));
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} else {
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LogWarningWithLocalPlayerPrefix(std::format(
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"Runtime proxy visual sneak clear on {} returned false for remote player {}: actor={:08X}, requestedSneaking=false.",
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a_reason,
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a_slot.remotePlayerId,
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a_proxy.GetFormID()));
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}
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ResetSlotVisualSneakTracking(a_slot);
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}
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void ResetSlotObservationState(ProxyActorSlot& a_slot)
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{
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a_slot.hasLoggedInitialAnimationState = false;
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@@ -4143,10 +4174,11 @@ namespace
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return;
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}
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ClearSlotVisualSneakIfApplied(
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a_slot,
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a_proxy,
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a_reason == ProxyLifecycleState::kHeldDisconnected ? "disconnect hold" : "hold");
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a_proxy.SetPosition(GetSlotHoldingPosition(a_slot), true);
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// TODO: If a later approved visual writer is added, clear any applied
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// proxy sneak visual here before holding/reusing the actor.
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ResetSlotVisualSneakTracking(a_slot);
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if (auto* player = RE::PlayerCharacter::GetSingleton()) {
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NeutralizeProxyActor(a_slot, a_proxy, *player, ProxyNeutralizationReason::kHolding);
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}
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@@ -4199,7 +4231,9 @@ namespace
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}
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}
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void MarkReusableSlots()
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void MarkReusableSlots(
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RE::TESObjectCELL& a_parentCell,
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const RE::PlayerCharacter& a_player)
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{
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const auto now = std::chrono::steady_clock::now();
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for (auto& [playerId, slot] : g_proxySlots) {
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@@ -4212,10 +4246,14 @@ namespace
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continue;
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}
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if (auto* proxy = TryResolveSlotProxy(slot, a_parentCell, a_player)) {
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ClearSlotVisualSneakIfApplied(slot, *proxy, "reuse");
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} else {
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ResetSlotVisualSneakTracking(slot);
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}
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slot.lifecycleState = ProxyLifecycleState::kReusable;
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slot.holdReason.reset();
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slot.previousRemotePlayerId = playerId;
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ResetSlotVisualSneakTracking(slot);
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if (!slot.reusableLogged) {
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LogInfoWithLocalPlayerPrefix(std::format(
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"Runtime proxy slot for disconnected remote player {} became reusable after {:.1f}s held.",
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@@ -4306,18 +4344,30 @@ namespace
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}
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if constexpr (kEnableProxyVisualSneakSync) {
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if (!a_slot.hasLoggedVisualSneakDisabled) {
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LogWarningWithLocalPlayerPrefix(std::format(
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"Runtime proxy visual sneak sync flag is enabled for remote player {}, but no actor-mutating sneak writer is implemented in this scaffolding pass. actor={:08X}.",
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const auto requestedSneaking = a_remotePlayer.isSneaking;
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if (a_slot.hasAppliedVisualSneakingState &&
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a_slot.lastAppliedVisualSneakingState &&
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*a_slot.lastAppliedVisualSneakingState == requestedSneaking) {
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return;
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}
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const auto applied = a_proxy.SetSneaking(requestedSneaking);
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a_slot.hasAppliedVisualSneakingState = true;
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a_slot.lastAppliedVisualSneakingState = requestedSneaking;
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if (applied) {
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LogInfoWithLocalPlayerPrefix(std::format(
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"Runtime proxy visual sneak applied {} for remote player {}: actor={:08X}.",
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requestedSneaking,
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a_remotePlayer.playerId,
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a_proxy.GetFormID()));
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a_slot.hasLoggedVisualSneakDisabled = true;
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} else {
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LogWarningWithLocalPlayerPrefix(std::format(
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"Runtime proxy visual sneak SetSneaking returned false for remote player {}: actor={:08X}, requestedSneaking={}.",
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a_remotePlayer.playerId,
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a_proxy.GetFormID(),
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requestedSneaking));
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}
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// TODO: In a separately approved experiment, consider calling
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// RE::Actor::SetSneaking(a_remotePlayer.isSneaking) here behind this
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// flag, with explicit clear handling on false, disconnect, hold,
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// reassignment, and reuse. Do not add graph writes/events,
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// PerformAction, ActorState writes, or package/procedure crouch logic.
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}
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}
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@@ -4479,6 +4529,11 @@ namespace
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auto& slotValue = node.mapped();
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const auto previousRemotePlayerId = slotValue.remotePlayerId;
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if (auto* proxy = TryResolveSlotProxy(slotValue, a_parentCell, a_player)) {
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ClearSlotVisualSneakIfApplied(slotValue, *proxy, "reassignment");
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} else {
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ResetSlotVisualSneakTracking(slotValue);
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}
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slotValue.previousRemotePlayerId = previousRemotePlayerId;
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slotValue.remotePlayerId = a_remotePlayer.playerId;
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slotValue.lifecycleState = ProxyLifecycleState::kHeldNoRemote;
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@@ -4738,7 +4793,7 @@ namespace F4T::ProxyActorController
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}
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const auto remotePlayers = GetSortedRemotePlayerSnapshot();
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MarkReusableSlots();
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MarkReusableSlots(*parentCell, *player);
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std::unordered_set<std::uint32_t> seenRemotePlayerIds;
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seenRemotePlayerIds.reserve(remotePlayers.size());
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std::optional<RemotePlayer> fallbackCandidate;
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@@ -4795,7 +4850,7 @@ namespace F4T::ProxyActorController
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}
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HoldDisconnectedSlots(seenRemotePlayerIds, *parentCell, *player);
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MarkReusableSlots();
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MarkReusableSlots(*parentCell, *player);
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CorrectHeldSlotPositions(*parentCell, *player);
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HoldFallbackIfRepresentedPlayerDisconnected(seenRemotePlayerIds, *parentCell, *player);
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