Update dev-log.md

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2026-05-31 19:10:04 +12:00
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@@ -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.