Add host-authoritative world-state sync

Implement host-authoritative time/weather sync across server and clients. Adds a new worldState packet (and worldStateHost for host assignment) and server-side host tracking/reassignment to the lowest remaining playerId when the host disconnects. Plugin-side changes introduce F4T::WorldStateSync (new header + implementation), polling/apply hooks in the game-thread main loop, and Networking support to send/receive/parse worldState/worldStateHost packets. The server validates host-only sends, relays worldState to peers, broadcasts worldStateHost on host handoff, and augments logging/stats. Protocol and documentation files updated (protocol/world-state.md, docs/*) and server/fake_client.py extended to track/print host world-state snapshots.
This commit is contained in:
2026-06-22 21:50:59 +12:00
parent 9ceb6601ae
commit 99595ef87c
15 changed files with 1042 additions and 33 deletions
+5
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@@ -29,4 +29,9 @@ namespace F4T::Networking
bool a_weaponDrawn = false,
float a_movementSpeed = 0.0F,
float a_animationGraphSpeed = -1.0F);
bool SendWorldStatePacket(
float a_gameHour,
float a_gameDaysPassed,
bool a_hasWeatherFormId,
std::uint32_t a_weatherFormId);
}
+24
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@@ -0,0 +1,24 @@
#pragma once
#include <cstdint>
#include <optional>
#include <string>
namespace F4T::WorldStateSync
{
struct PendingWorldState
{
float gameHour{ 0.0F };
float gameDaysPassed{ 0.0F };
std::optional<std::uint32_t> weatherFormId;
bool hasWeatherFormId{ false };
};
bool IsWorldStateHost();
std::optional<std::uint32_t> GetWorldStateHostPlayerId();
void SetWorldStateHostPlayerId(std::uint32_t a_hostPlayerId);
void Reset();
void SetPendingWorldState(PendingWorldState a_state);
void PollHostCapture();
void ApplyPendingState();
}