Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
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@@ -89,7 +89,7 @@ namespace
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WSADATA winsockData{};
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const auto startupResult = WSAStartup(MAKEWORD(2, 2), std::addressof(winsockData));
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if (startupResult != 0) {
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LogWarningWithLocalPlayerPrefix("Could not initialize Winsock for Fallout 4 Together local networking.");
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LogWarningWithLocalPlayerPrefix("Could not initialize Winsock for Commonwealth Online local networking.");
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return false;
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}
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@@ -540,7 +540,7 @@ namespace
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}
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if (bytesReceived == 0) {
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LogWarningWithLocalPlayerPrefix("Fallout 4 Together local server closed the connection.");
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LogWarningWithLocalPlayerPrefix("Commonwealth Online local server closed the connection.");
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CloseSocket();
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break;
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}
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@@ -552,7 +552,7 @@ namespace
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}
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if (g_receiveThreadRunning.load()) {
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LogWarningWithLocalPlayerPrefix("Lost connection to Fallout 4 Together local server while receiving.");
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LogWarningWithLocalPlayerPrefix("Lost connection to Commonwealth Online local server while receiving.");
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}
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CloseSocket();
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break;
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@@ -614,14 +614,14 @@ namespace F4T::Networking
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// packet path without exposing any gameplay state to a remote server.
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const auto localSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (localSocket == INVALID_SOCKET) {
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LogWarningWithLocalPlayerPrefix("Could not create socket for Fallout 4 Together local server connection.");
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LogWarningWithLocalPlayerPrefix("Could not create socket for Commonwealth Online local server connection.");
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return false;
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}
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if (!SetNonBlocking(localSocket)) {
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closesocket(localSocket);
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LogWarningWithLocalPlayerPrefix(
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"Could not configure non-blocking socket for Fallout 4 Together local server connection.");
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"Could not configure non-blocking socket for Commonwealth Online local server connection.");
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return false;
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}
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@@ -630,7 +630,7 @@ namespace F4T::Networking
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serverAddress.sin_port = htons(kLocalServerPort);
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if (inet_pton(AF_INET, kLocalServerHost, std::addressof(serverAddress.sin_addr)) != 1) {
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closesocket(localSocket);
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LogWarningWithLocalPlayerPrefix("Could not parse Fallout 4 Together local server address.");
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LogWarningWithLocalPlayerPrefix("Could not parse Commonwealth Online local server address.");
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return false;
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}
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@@ -644,7 +644,7 @@ namespace F4T::Networking
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// The server is a developer tool, not a runtime requirement. A failed
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// connection should leave Fallout 4 running and simply disable packet sends.
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LogWarningWithLocalPlayerPrefix(std::format(
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"Could not connect to Fallout 4 Together local server at {}:{}",
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"Could not connect to Commonwealth Online local server at {}:{}",
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kLocalServerHost,
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kLocalServerPort));
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return false;
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@@ -662,7 +662,7 @@ namespace F4T::Networking
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StartReceiveThread();
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LogInfoWithLocalPlayerPrefix(
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std::format("Connected to Fallout 4 Together local server at {}:{}.", kLocalServerHost, kLocalServerPort));
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std::format("Connected to Commonwealth Online local server at {}:{}.", kLocalServerHost, kLocalServerPort));
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return true;
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}
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@@ -745,7 +745,7 @@ namespace F4T::Networking
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}
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if (packetSize <= 0 || static_cast<std::size_t>(packetSize) >= packet.size()) {
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LogWarningWithLocalPlayerPrefix("Could not format Fallout 4 Together transform packet.");
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LogWarningWithLocalPlayerPrefix("Could not format Commonwealth Online transform packet.");
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return false;
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}
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@@ -758,7 +758,7 @@ namespace F4T::Networking
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a_cellId);
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if (appended <= 0 || static_cast<std::size_t>(appended) >= remaining) {
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LogWarningWithLocalPlayerPrefix("Could not format Fallout 4 Together transform packet cell ID.");
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LogWarningWithLocalPlayerPrefix("Could not format Commonwealth Online transform packet cell ID.");
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return false;
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}
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@@ -774,7 +774,7 @@ namespace F4T::Networking
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a_worldspaceId);
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if (appended <= 0 || static_cast<std::size_t>(appended) >= remaining) {
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LogWarningWithLocalPlayerPrefix("Could not format Fallout 4 Together transform packet worldspace ID.");
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LogWarningWithLocalPlayerPrefix("Could not format Commonwealth Online transform packet worldspace ID.");
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return false;
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}
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@@ -784,7 +784,7 @@ namespace F4T::Networking
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const auto remaining = packet.size() - static_cast<std::size_t>(packetSize);
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const auto appended = std::snprintf(packet.data() + packetSize, remaining, "}\n");
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if (appended <= 0 || static_cast<std::size_t>(appended) >= remaining) {
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LogWarningWithLocalPlayerPrefix("Could not finish Fallout 4 Together transform packet.");
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LogWarningWithLocalPlayerPrefix("Could not finish Commonwealth Online transform packet.");
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return false;
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}
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@@ -803,7 +803,7 @@ namespace F4T::Networking
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if (bytesSent == SOCKET_ERROR) {
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const auto error = WSAGetLastError();
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if (error != WSAEWOULDBLOCK) {
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LogWarningWithLocalPlayerPrefix("Lost connection to Fallout 4 Together local server.");
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LogWarningWithLocalPlayerPrefix("Lost connection to Commonwealth Online local server.");
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CloseSocket();
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}
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@@ -811,7 +811,7 @@ namespace F4T::Networking
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}
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if (bytesSent != packetSize) {
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LogWarningWithLocalPlayerPrefix("Could not send full Fallout 4 Together transform packet.");
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LogWarningWithLocalPlayerPrefix("Could not send full Commonwealth Online transform packet.");
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CloseSocket();
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return false;
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}
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@@ -55,7 +55,7 @@ namespace
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constexpr float kRunGraphSpeedThreshold = 280.0F;
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// Graph Speed range confirmed from local-player read-by-name debug in
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// Fallout4Together.log: walk starts ~47, full run ~373. FO4's graph "Speed" is in the
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// CommonwealthOnline.log: walk starts ~47, full run ~373. FO4's graph "Speed" is in the
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// same world-units/sec scale as our network movementSpeed, so the mapping is ~1:1.
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// (The earlier 0-105 calibration was wrong and compressed run speed, causing foot slide.)
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constexpr float kGraphSpeedMin = 0.0F;
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@@ -635,7 +635,7 @@ namespace F4T::ProxyAnimationSync
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}
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// FO4 graph "Speed" is in the same world-units/sec scale as our derived
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// movementSpeed (confirmed in Fallout4Together.log: run movementSpeed ~306 lines up
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// movementSpeed (confirmed in CommonwealthOnline.log: run movementSpeed ~306 lines up
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// with graph Speed ~296-373). Map ~1:1 so the walk/run foot cadence matches the
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// proxy's actual ground translation and does not slide.
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float graphSpeed = a_movementSpeed;
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@@ -1,6 +1,6 @@
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# Source
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This folder is for Fallout 4 Together native plugin source files.
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This folder is for Commonwealth Online native plugin source files.
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Initial planned source areas:
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+2
-2
@@ -308,7 +308,7 @@ namespace
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// vertical-speed heuristic (a_verticalSpeed >= kJumpVerticalSpeedThreshold) produced
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// constant false positives: (z - prevZ)/dt spikes to thousands of units/sec on flat
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// ground due to tiny dt and z micro-jitter, so proxies were stuck in a perpetual jump
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// state that masked the run/walk locomotion animation (see Fallout4Together.log).
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// state that masked the run/walk locomotion animation (see CommonwealthOnline.log).
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const auto apiJumping = a_player.IsJumping();
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if (apiJumping) {
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jumpHoldUntil = a_currentTime + kJumpStateHoldDuration;
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@@ -649,7 +649,7 @@ F4SE_PLUGIN_LOAD(const F4SE::LoadInterface* a_f4se)
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{
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F4SE::Init(a_f4se);
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LogInfoWithLocalPlayerPrefix("Fallout 4 Together plugin loaded successfully.");
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LogInfoWithLocalPlayerPrefix("Commonwealth Online plugin loaded successfully.");
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// TODO: Consider separate per-instance log files once launcher/profile support exists.
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// Networking is intentionally localhost-only for the first milestone. If the
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