Add one-shot runtime proxy spawn diagnostic
Introduce a Stage 2 diagnostic that attempts a single runtime spawn of F4T_RemotePlayerProxy in F4TTestCell01 from the game-thread proxy controller. Changes include a new enable flag (kEnableRuntimeProxySpawnDiagnostic), diagnostic offset constant, new diagnostic ObjectRefHandle and boolean state flags, and a TrySpawnRuntimeProxyDiagnostic function that builds NEW_REFR_DATA, calls TESDataHandler::CreateReferenceAtLocation, validates the returned handle/actor/cell, logs a single attempt and success/failure outcome, and intentionally leaves the spawned actor in place. The diagnostic spawn is run before placed-proxy lookup and the spawned reference is skipped during placed proxy scanning so the placed proxy remains the active visual fallback. Updated header comment and documentation (architecture.md and dev-log.md) to describe the new diagnostic behavior and testing notes.
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@@ -2,7 +2,7 @@
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namespace F4T::ProxyActorController
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{
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// Game-thread-only actor controller for the single placed proxy test actor.
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// Game-thread-only actor controller for proxy diagnostics and the active placed proxy test actor.
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// Networking threads must only update plain remote-player state.
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void Update();
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