Update dev-log.md
This commit is contained in:
@@ -316,3 +316,41 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
|
|||||||
- Confirm the fake client receives live transform packets from the Fallout 4 plugin.
|
- Confirm the fake client receives live transform packets from the Fallout 4 plugin.
|
||||||
- Add protocol documentation for `playerId`, `clientTime`, and `serverTime`.
|
- Add protocol documentation for `playerId`, `clientTime`, and `serverTime`.
|
||||||
- Begin planning remote player state storage on the receiving client.
|
- Begin planning remote player state storage on the receiving client.
|
||||||
|
|
||||||
|
## 2026-05-31
|
||||||
|
|
||||||
|
### What Changed
|
||||||
|
|
||||||
|
- Tested the full server broadcast flow.
|
||||||
|
- Connected a fake Python client to the local server.
|
||||||
|
- Connected the Fallout 4 Together plugin as a second client.
|
||||||
|
- Confirmed that transform packets from the Fallout 4 plugin are broadcast to the fake client.
|
||||||
|
|
||||||
|
### What Worked
|
||||||
|
|
||||||
|
- The server assigned player IDs to connected clients.
|
||||||
|
- The fake client received a welcome packet.
|
||||||
|
- The Fallout 4 plugin connected to the server.
|
||||||
|
- The server received transform packets from the Fallout 4 plugin.
|
||||||
|
- The server added `playerId` and `serverTime` fields.
|
||||||
|
- The server broadcast transform packets to other clients.
|
||||||
|
- The fake client received live Fallout 4 transform packets.
|
||||||
|
- Cell change and worldspace movement types were preserved through broadcast.
|
||||||
|
|
||||||
|
### What Broke
|
||||||
|
|
||||||
|
- Nothing recorded.
|
||||||
|
|
||||||
|
### Notes
|
||||||
|
|
||||||
|
- In the successful test, the fake client connected as player 1.
|
||||||
|
- The Fallout 4 plugin connected as player 2.
|
||||||
|
- The server broadcast player 2 movement to player 1.
|
||||||
|
- This confirms the first working relay path from Fallout 4 to another connected client.
|
||||||
|
|
||||||
|
### Next Steps
|
||||||
|
|
||||||
|
- Make `fake_client.py` store remote player state instead of only printing packets.
|
||||||
|
- Track remote players by `playerId`.
|
||||||
|
- Store position, rotation, cellId, worldspaceId, movementType, and last update time.
|
||||||
|
- Print a readable remote player state table.
|
||||||
Reference in New Issue
Block a user