Event-driven world time sync (timeSync flag)
Introduce an optional timeSync field and event-driven time pushes so host time is only re-applied on connect, resume-from-freeze, or large jumps while weather continues on ~1 Hz heartbeats. Added IsGameTimeFrozen detection and client buffering of latest host time; clients apply host time only when timeSync is true or when gameplay just resumed. Updated networking to read/write timeSync, adjusted F4TWorldStateSync logic (separate time vs weather send/apply paths, changed function signatures and behavior), and updated protocol/docs/changelog and fake_client logging to reflect the new field and behavior.
This commit is contained in:
+5
-1
@@ -9,8 +9,12 @@ For testing notes, milestone summaries, known issues, and next steps, see [`docs
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## [Unreleased]
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### Changed
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### Added
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- Event-driven world time resync via optional `timeSync` field on `worldState` packets; host (client 1) pushes time after menus, loading screens, save/load, wait/sleep, and other time freezes.
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- `timeSync` tracking in `server/fake_client.py` host world-state snapshot output.
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### Changed
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- World time no longer re-applies on every `worldState` heartbeat; weather heartbeats continue at ~1 Hz while time stays in sync during normal gameplay.
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- Reformatted `changelog.md` to follow [Keep a Changelog](https://keepachangelog.com/en/1.1.0/).
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@@ -30,9 +30,11 @@ both send and receive paths:
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11. The server tracks a world-state host (`worldStateHostPlayerId`). The first
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connected client becomes host; when the host disconnects, the server reassigns
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host to the lowest remaining `playerId` and broadcasts `worldStateHost`. The
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host sends low-frequency `worldState` packets with `gameHour`, `gameDaysPassed`,
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and optional `weatherFormId`. Promoted hosts continue with their already-synced
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local time and weather so remaining clients should not see a jump.
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host sends `worldState` packets with `gameHour`, `gameDaysPassed`, optional
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`weatherFormId`, and optional `timeSync`. Weather heartbeats run at ~1 Hz;
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time is pushed with `timeSync: true` on connect, after time freezes (menus,
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loads, saves), and on large time jumps. Promoted hosts continue with their
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already-synced local time and weather so remaining clients should not see a jump.
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12. On the game-thread update path, the proxy controller reads a copied
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remote-player snapshot before attempting any actor work. The snapshot is
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sorted by `playerId`, and only remote players with valid transform data in
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@@ -9,6 +9,42 @@ failed experiments, successful tests, and next steps.
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---
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## 2026-06-23 - Event-Driven Time Sync
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### Summary
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Improved host-authoritative time sync so calendar time stays aligned without constant heartbeat updates. The host (client 1) now pushes time with `timeSync: true` after gameplay time resumes from freezes (menus, pip-boy, dialogue, loading screens, save/load, wait/sleep). Non-host clients buffer the latest host time during freezes and snap on resume.
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### Files Changed
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- `plugin/include/F4TWorldStateSync.h`
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- `plugin/src/F4TWorldStateSync.cpp`
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- `plugin/include/F4TNetworking.h`
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- `plugin/src/F4TNetworking.cpp`
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- `protocol/world-state.md`
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- `changelog.md`
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- `server/fake_client.py`
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### Details
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- Added `IsGameTimeFrozen()` detection using `Main` flags, open menus, save/load busy state, and sleeping.
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- Split host send logic: weather continues on ~1 Hz heartbeat; time sends on initial connect, resume-from-freeze, or large time jumps.
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- Added optional `timeSync` field on `worldState` packets so weather-only heartbeats do not re-apply time on clients.
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- Clients store latest host time from every packet and force-apply when local gameplay time resumes.
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### Testing
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- Not run in-game in this session.
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- Recommended manual checks:
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- Connect host first, then second client; verify times match after load.
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- Open pip-boy on client 2 while host keeps playing; close pip-boy and confirm client 2 snaps to host time (`Applied host world time` in log).
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- Wait/sleep on host; confirm `timeSync=yes` in host log and clients update.
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- Verify weather still updates on ~1 Hz outdoors without constant time apply logs.
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### Known Issues
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- None currently known.
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### Next Steps
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- In-game two-instance verification across load screens and pause menu exits.
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---
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## 2026-06-22 - World-State Host Reassignment
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### Summary
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@@ -105,6 +105,7 @@ Full field definitions live in [`protocol/world-state.md`](../protocol/world-sta
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"gameHour": 14.25,
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"gameDaysPassed": 12.5,
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"weatherFormId": "00123456",
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"timeSync": true,
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"clientTime": 1717424000.123,
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"serverTime": 1717424000.456
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}
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@@ -33,5 +33,6 @@ namespace F4T::Networking
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float a_gameHour,
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float a_gameDaysPassed,
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bool a_hasWeatherFormId,
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std::uint32_t a_weatherFormId);
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std::uint32_t a_weatherFormId,
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bool a_timeSync = false);
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}
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@@ -12,6 +12,7 @@ namespace F4T::WorldStateSync
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float gameDaysPassed{ 0.0F };
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std::optional<std::uint32_t> weatherFormId;
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bool hasWeatherFormId{ false };
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bool applyTime{ false };
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};
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bool IsWorldStateHost();
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@@ -379,7 +379,8 @@ namespace
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static_cast<float>(*gameHour),
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static_cast<float>(*gameDaysPassed),
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std::nullopt,
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false
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false,
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ReadBool(a_packet, "timeSync").value_or(false)
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};
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const auto weatherFormIdText = ReadString(a_packet, "weatherFormId");
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@@ -395,15 +396,18 @@ namespace
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}
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if (ShouldLogRemoteUpdate(1)) {
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const auto timeSyncNote = pendingState.applyTime ? "timeSync=yes" : "timeSync=no";
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if (pendingState.hasWeatherFormId && pendingState.weatherFormId) {
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LogInfoWithLocalPlayerPrefix(std::format(
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"Queued host worldState: gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=0x{:08X}.",
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"Queued host worldState ({}): gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=0x{:08X}.",
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timeSyncNote,
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pendingState.gameHour,
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pendingState.gameDaysPassed,
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*pendingState.weatherFormId));
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} else {
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LogInfoWithLocalPlayerPrefix(std::format(
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"Queued host worldState: gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=<none>.",
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"Queued host worldState ({}): gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=<none>.",
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timeSyncNote,
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pendingState.gameHour,
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pendingState.gameDaysPassed));
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}
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@@ -974,7 +978,8 @@ namespace F4T::Networking
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float a_gameHour,
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float a_gameDaysPassed,
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bool a_hasWeatherFormId,
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std::uint32_t a_weatherFormId)
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std::uint32_t a_weatherFormId,
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bool a_timeSync)
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{
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if (!IsConnectedToServer()) {
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return false;
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@@ -987,24 +992,26 @@ namespace F4T::Networking
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const auto clientTime =
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std::chrono::duration<double>(std::chrono::system_clock::now().time_since_epoch()).count();
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std::array<char, 256> packet{};
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std::array<char, 320> packet{};
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int packetSize = 0;
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if (a_hasWeatherFormId) {
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packetSize = std::snprintf(
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packet.data(),
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packet.size(),
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"{\"type\":\"worldState\",\"gameHour\":%.3f,\"gameDaysPassed\":%.3f,\"weatherFormId\":\"%08X\",\"clientTime\":%.3f}\n",
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"{\"type\":\"worldState\",\"gameHour\":%.3f,\"gameDaysPassed\":%.3f,\"weatherFormId\":\"%08X\",\"timeSync\":%s,\"clientTime\":%.3f}\n",
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a_gameHour,
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a_gameDaysPassed,
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a_weatherFormId,
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a_timeSync ? "true" : "false",
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clientTime);
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} else {
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packetSize = std::snprintf(
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packet.data(),
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packet.size(),
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"{\"type\":\"worldState\",\"gameHour\":%.3f,\"gameDaysPassed\":%.3f,\"clientTime\":%.3f}\n",
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"{\"type\":\"worldState\",\"gameHour\":%.3f,\"gameDaysPassed\":%.3f,\"timeSync\":%s,\"clientTime\":%.3f}\n",
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a_gameHour,
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a_gameDaysPassed,
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a_timeSync ? "true" : "false",
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clientTime);
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}
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@@ -5,13 +5,20 @@
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#include "F4TNetworking.h"
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#include "F4TRemotePlayerState.h"
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#include "RE/B/BGSSaveLoadManager.h"
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#include "RE/C/Calendar.h"
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#include "RE/L/LoadingMenu.h"
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#include "RE/M/Main.h"
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#include "RE/M/MainMenu.h"
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#include "RE/P/PipboyMenu.h"
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#include "RE/P/PlayerCharacter.h"
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#include "RE/S/SitWaitMenu.h"
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#include "RE/S/Sky.h"
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#include "RE/T/TESDataHandler.h"
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#include "RE/T/TESForm.h"
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#include "RE/T/TESObjectCELL.h"
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#include "RE/T/TESWeather.h"
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#include "RE/U/UI.h"
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#include <cmath>
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#include <format>
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@@ -56,6 +63,16 @@ namespace
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auto g_lastHostSendTime = std::chrono::steady_clock::time_point{};
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std::optional<std::uint32_t> g_worldStateHostPlayerId{};
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std::unordered_map<std::string, std::chrono::steady_clock::time_point> g_lastLogTimes;
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bool g_wasGameTimeFrozen{ false };
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struct LatestHostTime
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{
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float gameHour{ -1.0F };
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float gameDaysPassed{ -1.0F };
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bool initialized{ false };
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};
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LatestHostTime g_latestHostTime{};
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std::string GetLocalPlayerLogMessage(std::string_view a_message)
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{
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@@ -97,6 +114,37 @@ namespace
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return playerCell && playerCell->IsExterior();
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}
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bool IsGameTimeFrozen()
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{
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const auto* main = RE::Main::GetSingleton();
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if (main && (main->freezeTime || main->inMenuMode || main->inDialog)) {
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return true;
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}
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const auto* player = RE::PlayerCharacter::GetSingleton();
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if (player && player->isSleeping) {
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return true;
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}
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const auto* ui = RE::UI::GetSingleton();
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if (ui) {
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if (ui->GetMenuOpen<RE::LoadingMenu>() ||
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ui->GetMenuOpen<RE::MainMenu>() ||
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ui->GetMenuOpen<RE::SitWaitMenu>() ||
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ui->GetMenuOpen<RE::PipboyMenu>()) {
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return true;
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}
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}
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const auto* saveLoadManager = RE::BGSSaveLoadManager::GetSingleton();
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if (saveLoadManager &&
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(saveLoadManager->saveLoadTasksThread.busy || saveLoadManager->queuedTasks != 0)) {
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return true;
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}
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return false;
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}
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bool TryReadCalendarValues(float& a_outGameHour, float& a_outGameDaysPassed)
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{
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const auto* calendar = RE::Calendar::GetSingleton();
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@@ -124,19 +172,22 @@ namespace
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return currentWeather->GetFormID();
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}
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bool ShouldSendWorldState(
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float a_gameHour,
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float a_gameDaysPassed,
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bool a_hasWeatherFormId,
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std::optional<std::uint32_t> a_weatherFormId,
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const std::chrono::steady_clock::time_point& a_now)
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bool ShouldSendTimeState(float a_gameHour, float a_gameDaysPassed)
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{
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if (!g_lastSentWorldState.initialized) {
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return true;
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}
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if (std::abs(a_gameHour - g_lastSentWorldState.gameHour) > kGameHourSendThreshold ||
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std::abs(a_gameDaysPassed - g_lastSentWorldState.gameDaysPassed) > kGameDaysPassedSendThreshold) {
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return std::abs(a_gameHour - g_lastSentWorldState.gameHour) > kGameHourSendThreshold ||
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std::abs(a_gameDaysPassed - g_lastSentWorldState.gameDaysPassed) > kGameDaysPassedSendThreshold;
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}
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bool ShouldSendWeatherState(
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bool a_hasWeatherFormId,
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std::optional<std::uint32_t> a_weatherFormId,
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const std::chrono::steady_clock::time_point& a_now)
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{
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if (!g_lastSentWorldState.initialized) {
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return true;
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}
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@@ -149,7 +200,7 @@ namespace
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a_now - g_lastHostSendTime >= kWorldStateHeartbeatInterval;
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}
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void ApplyTimeState(float a_gameHour, float a_gameDaysPassed)
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void ApplyTimeState(float a_gameHour, float a_gameDaysPassed, bool a_force)
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{
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auto* calendar = RE::Calendar::GetSingleton();
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if (!calendar || !calendar->gameHour || !calendar->gameDaysPassed) {
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@@ -158,7 +209,8 @@ namespace
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const auto localGameHour = calendar->gameHour->GetValue();
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const auto localGameDaysPassed = calendar->gameDaysPassed->GetValue();
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if (std::abs(localGameHour - a_gameHour) <= kGameHourApplyThreshold &&
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if (!a_force &&
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std::abs(localGameHour - a_gameHour) <= kGameHourApplyThreshold &&
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std::abs(localGameDaysPassed - a_gameDaysPassed) <= kGameDaysPassedApplyThreshold) {
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return;
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}
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@@ -232,7 +284,7 @@ namespace
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g_lastSentWorldState.gameDaysPassed = gameDaysPassed;
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g_lastSentWorldState.hasWeatherFormId = weatherFormId.has_value();
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g_lastSentWorldState.weatherFormId = weatherFormId;
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g_lastSentWorldState.initialized = true;
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g_lastSentWorldState.initialized = false;
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g_lastHostSendTime = std::chrono::steady_clock::now();
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}
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}
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@@ -303,6 +355,8 @@ namespace F4T::WorldStateSync
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g_lastHostSendTime = {};
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g_worldStateHostPlayerId = std::nullopt;
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g_lastLogTimes.clear();
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g_wasGameTimeFrozen = false;
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g_latestHostTime = {};
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}
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void SetPendingWorldState(PendingWorldState a_state)
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@@ -324,6 +378,10 @@ namespace F4T::WorldStateSync
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return;
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}
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const bool timeFrozen = IsGameTimeFrozen();
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const bool justResumed = g_wasGameTimeFrozen && !timeFrozen;
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g_wasGameTimeFrozen = timeFrozen;
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float gameHour = 0.0F;
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float gameDaysPassed = 0.0F;
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if (!TryReadCalendarValues(gameHour, gameDaysPassed)) {
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@@ -333,7 +391,9 @@ namespace F4T::WorldStateSync
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const auto weatherFormId = TryReadExteriorWeatherFormId();
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const bool hasWeatherFormId = weatherFormId.has_value();
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const auto now = std::chrono::steady_clock::now();
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if (!ShouldSendWorldState(gameHour, gameDaysPassed, hasWeatherFormId, weatherFormId, now)) {
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const bool sendTime = justResumed || ShouldSendTimeState(gameHour, gameDaysPassed);
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const bool sendWeather = ShouldSendWeatherState(hasWeatherFormId, weatherFormId, now);
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if (!sendTime && !sendWeather) {
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return;
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}
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@@ -341,27 +401,33 @@ namespace F4T::WorldStateSync
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gameHour,
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gameDaysPassed,
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hasWeatherFormId,
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hasWeatherFormId ? *weatherFormId : 0U)) {
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hasWeatherFormId ? *weatherFormId : 0U,
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sendTime)) {
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return;
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}
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g_lastSentWorldState.gameHour = gameHour;
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g_lastSentWorldState.gameDaysPassed = gameDaysPassed;
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if (sendTime) {
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g_lastSentWorldState.gameHour = gameHour;
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g_lastSentWorldState.gameDaysPassed = gameDaysPassed;
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}
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g_lastSentWorldState.hasWeatherFormId = hasWeatherFormId;
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g_lastSentWorldState.weatherFormId = weatherFormId;
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g_lastSentWorldState.initialized = true;
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g_lastHostSendTime = now;
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if (ShouldLog("world_state_host_send")) {
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const auto timeSyncNote = sendTime ? "timeSync=yes" : "timeSync=no";
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if (hasWeatherFormId) {
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LogInfo(std::format(
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"Sent worldState: gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=0x{:08X}.",
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"Sent worldState ({}): gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=0x{:08X}.",
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timeSyncNote,
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gameHour,
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gameDaysPassed,
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*weatherFormId));
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} else {
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LogInfo(std::format(
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"Sent worldState: gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=<none>.",
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"Sent worldState ({}): gameHour={:.2f}, gameDaysPassed={:.3f}, weatherFormId=<none>.",
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timeSyncNote,
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gameHour,
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gameDaysPassed));
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}
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@@ -374,22 +440,41 @@ namespace F4T::WorldStateSync
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return;
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}
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const bool timeFrozen = IsGameTimeFrozen();
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const bool justResumed = g_wasGameTimeFrozen && !timeFrozen;
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g_wasGameTimeFrozen = timeFrozen;
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PendingWorldState pendingState{};
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bool hasPendingState = false;
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{
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const std::scoped_lock lock(g_pendingMutex);
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if (!g_hasPendingWorldState) {
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return;
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if (g_hasPendingWorldState) {
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pendingState = g_pendingWorldState;
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g_hasPendingWorldState = false;
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hasPendingState = true;
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}
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pendingState = g_pendingWorldState;
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g_hasPendingWorldState = false;
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}
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ApplyTimeState(pendingState.gameHour, pendingState.gameDaysPassed);
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if (hasPendingState) {
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g_latestHostTime.gameHour = pendingState.gameHour;
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g_latestHostTime.gameDaysPassed = pendingState.gameDaysPassed;
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g_latestHostTime.initialized = true;
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}
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const bool shouldApplyTime =
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!timeFrozen && g_latestHostTime.initialized && (justResumed || (hasPendingState && pendingState.applyTime));
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if (shouldApplyTime) {
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ApplyTimeState(g_latestHostTime.gameHour, g_latestHostTime.gameDaysPassed, justResumed);
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g_lastAppliedWorldState.gameHour = g_latestHostTime.gameHour;
|
||||
g_lastAppliedWorldState.gameDaysPassed = g_latestHostTime.gameDaysPassed;
|
||||
}
|
||||
|
||||
if (!hasPendingState) {
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyWeatherState(pendingState.hasWeatherFormId, pendingState.weatherFormId);
|
||||
|
||||
g_lastAppliedWorldState.gameHour = pendingState.gameHour;
|
||||
g_lastAppliedWorldState.gameDaysPassed = pendingState.gameDaysPassed;
|
||||
g_lastAppliedWorldState.hasWeatherFormId = pendingState.hasWeatherFormId;
|
||||
g_lastAppliedWorldState.weatherFormId = pendingState.weatherFormId;
|
||||
g_lastAppliedWorldState.initialized = true;
|
||||
|
||||
@@ -43,6 +43,7 @@ know the current host immediately.
|
||||
"gameHour": 14.25,
|
||||
"gameDaysPassed": 12.5,
|
||||
"weatherFormId": "00123456",
|
||||
"timeSync": true,
|
||||
"clientTime": 1780212128.301,
|
||||
"serverTime": 1780212128.301
|
||||
}
|
||||
@@ -57,18 +58,22 @@ know the current host immediately.
|
||||
| `gameHour` | number (float) | yes | In-game hour of day, `0.0`–`24.0` |
|
||||
| `gameDaysPassed` | number (float) | yes | In-game days passed global |
|
||||
| `weatherFormId` | string | no | 8-character hex `TESWeather` form ID; omitted or `""` when host is indoors |
|
||||
| `timeSync` | boolean | no | When `true`, non-host clients should apply `gameHour` and `gameDaysPassed`. Omitted or `false` on weather-only heartbeats. |
|
||||
| `clientTime` | number (double) | no | Sender Unix epoch seconds |
|
||||
| `serverTime` | number (double) | no | Relay timestamp added by server |
|
||||
|
||||
## Send Cadence (Host)
|
||||
|
||||
- About 1 Hz heartbeat while connected
|
||||
- Immediate send when `weatherFormId` changes
|
||||
- Immediate send when `gameHour` or `gameDaysPassed` jumps beyond a small threshold (wait, sleep, console time changes)
|
||||
- About 1 Hz heartbeat for **weather** while connected (`timeSync` omitted or `false`)
|
||||
- Immediate send with `timeSync: true` when:
|
||||
- First connected or promoted to host
|
||||
- Game time resumes after a freeze (menus, pip-boy, dialogue, loading screens, save/load, wait/sleep)
|
||||
- `gameHour` or `gameDaysPassed` jumps beyond a small threshold (wait, sleep, console time changes)
|
||||
- Immediate send when `weatherFormId` changes (includes current time fields; sets `timeSync` only when time also changed or on resume)
|
||||
|
||||
## Client Apply Rules
|
||||
|
||||
- **Time:** non-host clients snap local calendar globals when host values differ beyond threshold.
|
||||
- **Time:** non-host clients track the latest host time from every packet but only snap local calendar globals when `timeSync` is `true` and gameplay time is not frozen, or immediately when gameplay time resumes after a freeze (using the latest stored host values).
|
||||
- **Weather:** non-host clients apply forced weather only when the local player is in an exterior cell.
|
||||
- Missing optional fields use safe defaults on receive.
|
||||
|
||||
|
||||
@@ -73,6 +73,7 @@ def update_host_world_state(packet: dict[str, Any]) -> None:
|
||||
"gameHour": get_optional_game_time(packet, "gameHour"),
|
||||
"gameDaysPassed": get_optional_game_time(packet, "gameDaysPassed"),
|
||||
"weatherFormId": packet.get("weatherFormId", ""),
|
||||
"timeSync": packet.get("timeSync", False),
|
||||
"clientTime": packet.get("clientTime", 0.0),
|
||||
"serverTime": packet.get("serverTime", 0.0),
|
||||
"lastReceivedLocalTime": time.time(),
|
||||
@@ -93,6 +94,7 @@ def print_host_world_state(world_state: dict[str, Any]) -> None:
|
||||
f"Game Hour: {world_state['gameHour']:.3f}",
|
||||
f"Game Days Passed: {world_state['gameDaysPassed']:.3f}",
|
||||
f"Weather Form ID: {weather_form_id}",
|
||||
f"Time Sync: {world_state.get('timeSync', False)}",
|
||||
f"Client Time: {client_time}",
|
||||
f"Last Server Time: {server_time}",
|
||||
f"Last Received Local Time: {world_state['lastReceivedLocalTime']}",
|
||||
|
||||
Reference in New Issue
Block a user