Broadcast disconnects; update fake client
Implement server-side disconnect lifecycle and update client handling. Added disconnect_client and broadcast_disconnect in server.py to remove clients, close sockets, and notify remaining clients with a disconnect packet; broadcast_transform now uses disconnect_client for failed recipients and logs delivery counts. Updated fake_client.py to handle disconnect packets, remove remote players from its in-memory table, and improve logging. Documentation (docs/dev-log.md and server/README.md) updated to record the change and next steps.
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@@ -417,3 +417,36 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
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- Add disconnect packets when a client leaves.
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- Have fake clients remove remote players when disconnect packets are received.
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## 2026-05-31
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### What Changed
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- Added server-side disconnect packet broadcasting.
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- Updated the fake client to handle disconnect packets.
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- Fake client now removes disconnected remote players from its remote player state table.
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- Tested disconnect lifecycle using the Fallout 4 plugin and fake client.
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### What Worked
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- Server detected the Fallout 4 plugin disconnecting.
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- Server removed the disconnected client.
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- Server broadcast a disconnect packet to remaining clients.
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- Fake client received the disconnect packet.
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- Fake client removed remote player 2 from its state table.
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- Fake client correctly reported that no remote players were currently tracked.
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### What Broke
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- Nothing recorded.
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### Notes
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- The fake client reported `WinError 10054` after the server was stopped manually. This is expected during shutdown and is not a protocol issue.
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- The basic networking lifecycle now works: connect, welcome, transform, disconnect, cleanup.
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### Next Steps
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- Add protocol documentation for welcome, transform, and disconnect packets.
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- Begin planning a Fallout 4 plugin receive loop.
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- Store remote player state inside the plugin, without spawning actors yet.
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@@ -51,6 +51,10 @@ Expected result:
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- `fake_client.py` receives and prints the broadcast transform packets.
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- `fake_client.py` stores the latest remote player state for each `playerId`
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in memory and prints a readable state summary after each transform update.
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- When a client disconnects, the server removes that client and broadcasts a
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`disconnect` packet with the departed `playerId` to the remaining clients.
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- `fake_client.py` removes disconnected players from its in-memory
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`remote_players` table and prints the remaining tracked players.
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The fake client exists so broadcast behavior can be tested before coordinating a
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second Fallout 4/F4SE instance. It stores remote player transform state only; it
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@@ -86,7 +86,7 @@ def print_remote_player(player: dict[str, Any]) -> None:
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def print_remote_players() -> None:
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if not remote_players:
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log("Known remote players: none")
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log("No remote players currently tracked.")
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return
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log("Known remote players:")
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@@ -115,10 +115,10 @@ def handle_disconnect_packet(packet: dict[str, Any]) -> None:
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removed_player = remote_players.pop(player_id, None)
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if removed_player is None:
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log(f"Disconnect packet for unknown remote player {player_id}")
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log(f"Received disconnect for unknown remote player {player_id}.")
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return
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log(f"Removed remote player {player_id}")
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log(f"Removed remote player {player_id} after disconnect.")
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print_remote_players()
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@@ -132,7 +132,6 @@ def handle_packet(packet: dict[str, Any]) -> None:
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elif packet_type == "disconnect":
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handle_disconnect_packet(packet)
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else:
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# TODO: Remove remote players when the server broadcasts disconnect packets.
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log(f"Received packet: {packet}")
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+43
-9
@@ -45,9 +45,9 @@ def assign_client(connection: socket.socket, address: tuple[str, int]) -> Client
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return client
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def remove_client(client: Client) -> None:
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def remove_client(client: Client) -> bool:
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with clients_lock:
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clients.pop(client.connection, None)
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return clients.pop(client.connection, None) is not None
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def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None:
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@@ -55,6 +55,19 @@ def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None:
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connection.sendall(encoded)
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def disconnect_client(client: Client) -> None:
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if not remove_client(client):
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return
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try:
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client.connection.close()
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except OSError:
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pass
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log(f"Client disconnected: {client.label} (player {client.player_id})")
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broadcast_disconnect(client)
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def handle_client(connection: socket.socket, address: tuple[str, int]) -> None:
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client = assign_client(connection, address)
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log(f"Client connected: {client.label} (player {client.player_id})")
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@@ -86,8 +99,7 @@ def handle_client(connection: socket.socket, address: tuple[str, int]) -> None:
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except OSError as error:
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log(f"Client connection error: {client.label} (player {client.player_id}): {error}")
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finally:
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remove_client(client)
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log(f"Client disconnected: {client.label} (player {client.player_id})")
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disconnect_client(client)
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def handle_line(client: Client, line: str) -> None:
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@@ -128,15 +140,37 @@ def broadcast_transform(sender: Client, packet: dict[str, Any]) -> None:
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failed_recipients.append(recipient)
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for recipient in failed_recipients:
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remove_client(recipient)
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try:
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recipient.connection.close()
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except OSError:
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pass
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disconnect_client(recipient)
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log(f"Broadcast transform from player {sender.player_id} to {len(recipients) - len(failed_recipients)} other client(s)")
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def broadcast_disconnect(disconnected_client: Client) -> None:
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packet = {
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"type": "disconnect",
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"playerId": disconnected_client.player_id,
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"serverTime": time.time(),
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}
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with clients_lock:
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recipients = list(clients.values())
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failed_recipients: list[Client] = []
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for recipient in recipients:
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try:
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send_packet(recipient.connection, packet)
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except OSError:
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failed_recipients.append(recipient)
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for recipient in failed_recipients:
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disconnect_client(recipient)
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log(
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f"Broadcast disconnect for player {disconnected_client.player_id} "
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f"to {len(recipients) - len(failed_recipients)} other client(s)"
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)
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def print_packet(client: Client, packet: dict[str, Any]) -> None:
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if packet.get("type") != "transform":
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log(f"Packet from {client.label}: {packet}")
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