Add basic movement state to transform packets

Add optional movement-state fields (isMoving, isSprinting, isSneaking, isJumping, weaponDrawn, movementSpeed) to transform packets and wire them end-to-end. Plugin changes: extend F4TNetworking API and RemotePlayerState, derive movement speed/jump state on the game-thread, validate values, include fields when formatting transform JSON, and add throttled remote movement-state logging. main.cpp adds sampling, speed/vertical calculations, jump hold logic, and change-detection to avoid extra sends. Networking parsing (F4TNetworking.cpp) reads optional booleans/floats safely, preserves backwards compatibility, and clears movement-state logs on disconnect. Proxy controller includes a TODO note for future animation use. Server and docs: update protocol and packet docs, dev-log, server README, and fake_client.py to parse/display optional fields safely. Also add several .cursor rule files for coding, documentation, protocol, project overview, and testing guidance. This milestone prepares the data model for later animation/behavior work while keeping existing relay behavior unchanged.
This commit is contained in:
2026-06-02 13:27:40 +12:00
parent 4ebc4a2814
commit 8c09e91534
16 changed files with 553 additions and 17 deletions
+7
View File
@@ -9,6 +9,11 @@ packets, assigns incrementing `playerId` values, sends `welcome` packets, adds
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
`movementSpeed`. The server preserves these fields automatically because it
broadcasts the original transform packet after adding server-owned fields.
This is still a local prototype. It does not make Fallout 4 multiplayer
playable yet.
@@ -51,6 +56,7 @@ Expected behavior:
- The server receives transforms from the Fallout 4 plugin.
- The server adds `playerId` and `serverTime` to each transform packet before
broadcast.
- The server preserves optional movement-state fields on transform packets.
- The server broadcasts those transform packets to connected clients except the
sender.
- `fake_client.py` receives broadcast transform packets.
@@ -72,6 +78,7 @@ does not spawn remote actors or send movement.
- Send welcome packets
- Receive transform packets
- Add server timestamps
- Preserve optional transform fields
- Broadcast transforms to other connected clients
- Broadcast disconnect packets
- Handle disconnect cleanup
+35
View File
@@ -1,6 +1,7 @@
from __future__ import annotations
import json
import math
import socket
import time
from typing import Any
@@ -20,6 +21,25 @@ def warn(message: str) -> None:
log(f"Warning: {message}")
def get_optional_bool(packet: dict[str, Any], field_name: str, default: bool = False) -> bool:
value = packet.get(field_name, default)
if isinstance(value, bool):
return value
return default
def get_optional_float(packet: dict[str, Any], field_name: str, default: float = 0.0) -> float:
value = packet.get(field_name, default)
try:
parsed_value = float(value)
except (TypeError, ValueError):
return default
if not math.isfinite(parsed_value) or parsed_value < 0.0:
return default
return parsed_value
def update_remote_player_state(packet: dict[str, Any]) -> None:
required_fields = (
"type",
@@ -56,6 +76,12 @@ def update_remote_player_state(packet: dict[str, Any]) -> None:
"worldspaceId": packet.get("worldspaceId", ""),
"clientTime": packet.get("clientTime", 0.0),
"serverTime": packet.get("serverTime", 0.0),
"isMoving": get_optional_bool(packet, "isMoving"),
"isSprinting": get_optional_bool(packet, "isSprinting"),
"isSneaking": get_optional_bool(packet, "isSneaking"),
"isJumping": get_optional_bool(packet, "isJumping"),
"weaponDrawn": get_optional_bool(packet, "weaponDrawn"),
"movementSpeed": get_optional_float(packet, "movementSpeed"),
"lastReceivedLocalTime": time.time(),
}
@@ -73,6 +99,12 @@ def print_remote_player(player: dict[str, Any]) -> None:
f"Position: X={player['x']:.2f}, Y={player['y']:.2f}, Z={player['z']:.2f}",
f"AngleZ: {player['angleZ']:.2f}",
f"Movement Type: {player['movementType']}",
(
"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"Cell: {player['cellId']}",
f"Worldspace: {player['worldspaceId']}",
f"Client Time: {client_time}",
@@ -95,6 +127,9 @@ def print_remote_players() -> None:
f"- Player {player_id}: "
f"pos=({player['x']:.2f}, {player['y']:.2f}, {player['z']:.2f}), "
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"cell={player['cellId']}, worldspace={player['worldspaceId']}, "
f"serverTime={player['serverTime']}"
)