Add crouch state and fix jump sync

Add isCrouching to network, state and animation systems; enable proxy jump syncing with a jump-hold debounce and update animation descriptor and server tooling.

Key changes:
- Networking: F4TNetworking.h/cpp: added a_isCrouching, include "isCrouching" in transform packets and parsing, and logging.
- Remote state: F4TRemotePlayerState.h: added isCrouching field.
- Proxy animation: F4TProxyAnimationSync.*: added crouch fields, enabled jump sync, implemented ApplyJumpHoldState and jump hold timing, wrote crouch/jump bools into descriptors when available, updated event firing and logs.
- Animation descriptor: F4AnimationDescriptor.cpp: added isJumping and isCrouching to bool variable list.
- Local detection: main.cpp: added isCrouching in movement state, stubbed GetCrouchState(), adjusted jump hold timing and included crouch in outgoing transform calls.
- Server/dev tooling: server/dev_server_app.py, fake_client.py, fake_player.py, README.md: added crouch reporting, toggle UI/control and fake client support for crouch, and updated docs/logging.
- Docs: docs/dev-log.md updated with notes on jump/crouch fixes and testing.

Rationale: ensure remote players can report crouch state and make jump animations transition reliably by debouncing jump state on proxies and writing available graph bools; also provide dev-server controls and fake-client support for testing.
This commit is contained in:
2026-06-05 14:22:17 +12:00
parent 7f1aa11281
commit 5ba440ab5d
12 changed files with 464 additions and 67 deletions
+1 -1
View File
@@ -10,7 +10,7 @@ to every other connected client, and broadcasts disconnect packets when clients
disconnect.
Transform packets may include optional movement-state fields such as
`isMoving`, `isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`, and
`isMoving`, `isSprinting`, `isSneaking`, `isJumping`, `isCrouching`, `weaponDrawn`, and
`movementSpeed`. The server preserves these fields automatically because it
broadcasts the original transform packet after adding server-owned fields.
+15
View File
@@ -202,6 +202,10 @@ class DevServerWindow(QMainWindow):
self.toggle_sneak_button.clicked.connect(self._toggle_selected_fake_client_sneak)
script_action_layout.addWidget(self.toggle_sneak_button)
self.toggle_crouch_button = QPushButton("Toggle Crouch")
self.toggle_crouch_button.clicked.connect(self._toggle_selected_fake_client_crouch)
script_action_layout.addWidget(self.toggle_crouch_button)
self.leave_cell_button = QPushButton("Leave Cell")
self.leave_cell_button.clicked.connect(self._trigger_selected_fake_client_leave_cell)
script_action_layout.addWidget(self.leave_cell_button)
@@ -327,6 +331,17 @@ class DevServerWindow(QMainWindow):
self._refresh_fake_clients_table()
def _toggle_selected_fake_client_crouch(self) -> None:
client_key = self._get_selected_fake_client_key_for_control()
if client_key is None:
return
if not self.fake_player_manager.toggle_client_crouch(client_key):
self._append_log("Select a fake client first.")
return
self._refresh_fake_clients_table()
def _trigger_selected_fake_client_leave_cell(self) -> None:
client_key = self._get_selected_fake_client_key_for_control()
if client_key is None:
+3 -2
View File
@@ -92,6 +92,7 @@ def update_remote_player_state(packet: dict[str, Any]) -> None:
"isSprinting": get_optional_bool(packet, "isSprinting"),
"isSneaking": get_optional_bool(packet, "isSneaking"),
"isJumping": get_optional_bool(packet, "isJumping"),
"isCrouching": get_optional_bool(packet, "isCrouching"),
"weaponDrawn": get_optional_bool(packet, "weaponDrawn"),
"movementSpeed": get_optional_float(packet, "movementSpeed"),
"actorStateFlags1": get_optional_uint32(packet, "actorStateFlags1"),
@@ -117,7 +118,7 @@ def print_remote_player(player: dict[str, Any]) -> None:
"Movement State: "
f"moving={player['isMoving']}, sprinting={player['isSprinting']}, "
f"sneaking={player['isSneaking']}, jumping={player['isJumping']}, "
f"weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}"
f"crouching={player['isCrouching']}, weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}"
),
f"Actor State: flags1={player['actorStateFlags1']:08X}, flags2={player['actorStateFlags2']:08X}",
f"Cell: {player['cellId']}",
@@ -144,7 +145,7 @@ def print_remote_players() -> None:
f"angleZ={player['angleZ']:.2f}, movementType={player['movementType']}, "
f"moving={player['isMoving']}, sprinting={player['isSprinting']}, "
f"sneaking={player['isSneaking']}, jumping={player['isJumping']}, "
f"weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}, "
f"crouching={player['isCrouching']}, weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}, "
f"flags1={player['actorStateFlags1']:08X}, flags2={player['actorStateFlags2']:08X}, "
f"cell={player['cellId']}, worldspace={player['worldspaceId']}, "
f"serverTime={player['serverTime']}"
+23
View File
@@ -86,6 +86,7 @@ class FakePlayerClient:
self.angle_z = IDLE_ANGLE_Z
self.is_sneaking = False
self.is_jumping = False
self.is_crouching = False
self._log_callback = log_callback
self._walk_target_provider = walk_target_provider
@@ -176,6 +177,15 @@ class FakePlayerClient:
self._log(f"{self.name} toggled sneak: {str(is_sneaking).lower()}.")
return is_sneaking
def toggle_crouch(self) -> bool:
with self._lock:
self.is_crouching = not self.is_crouching
is_crouching = self.is_crouching
self._script_changed_event.set()
self._log(f"{self.name} toggled crouch: {str(is_crouching).lower()}.")
return is_crouching
def trigger_leave_cell(self) -> None:
with self._lock:
self.script = SCRIPT_LEFT_CELL
@@ -498,6 +508,7 @@ class FakePlayerClient:
is_moving: bool,
movement_speed: float,
is_jumping: bool | None = None,
is_crouching: bool | None = None,
) -> None:
with self._lock:
connection = self._socket
@@ -513,6 +524,7 @@ class FakePlayerClient:
is_moving=is_moving,
movement_speed=movement_speed,
is_jumping=is_jumping,
is_crouching=is_crouching,
)
except OSError as error:
if not self._stop_event.is_set():
@@ -527,6 +539,7 @@ class FakePlayerClient:
movement_speed: float,
movement_type: str = "normal",
is_jumping: bool | None = None,
is_crouching: bool | None = None,
) -> None:
with self._lock:
x, y, z = self.position
@@ -535,6 +548,7 @@ class FakePlayerClient:
worldspace_id = self.worldspace_id
is_sneaking = self.is_sneaking
jumping = self.is_jumping if is_jumping is None else is_jumping
crouching = self.is_crouching if is_crouching is None else is_crouching
packet = {
"type": "transform",
@@ -550,6 +564,7 @@ class FakePlayerClient:
"isSprinting": False,
"isSneaking": is_sneaking,
"isJumping": jumping,
"isCrouching": crouching,
"weaponDrawn": False,
"movementSpeed": movement_speed,
}
@@ -702,6 +717,14 @@ class FakePlayerManager:
client.toggle_sneak()
return True
def toggle_client_crouch(self, client_key: int) -> bool:
client = self._get_client(client_key)
if client is None:
return False
client.toggle_crouch()
return True
def trigger_client_leave_cell(self, client_key: int) -> bool:
client = self._get_client(client_key)
if client is None: