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.
This commit is contained in:
2026-06-02 16:41:37 +12:00
parent df5b0c32cc
commit 9b19143477
4 changed files with 249 additions and 14 deletions
+1 -1
View File
@@ -2,7 +2,7 @@
namespace F4T::ProxyActorController
{
// Game-thread-only actor controller for the single placed proxy test actor.
// Game-thread-only actor controller for proxy diagnostics and the active placed proxy test actor.
// Networking threads must only update plain remote-player state.
void Update();