Add animation sync docs and descriptor infra
Add detailed design and implementation scaffolding for TiltedEvolution-style animation synchronization. New documentation: animation-architecture-alignment.md, animation-sync-analysis.md, f4-animation-descriptor.md, phase1-3-completion-report.md and updates to dev-log.md describing Phase 1-3 progress. Plugin: introduce F4AnimationDescriptor (plugin/include/F4AnimationDescriptor.h, plugin/src/F4AnimationDescriptor.cpp) and extend remote state handling (plugin/include/F4TRemotePlayerState.h). Integrate protocol/state extensions and refactor points: plugin/src/F4TNetworking.cpp now parses optional actorStateFlags and actionEvents; proxy controller and animation sync files (F4TProxyActorController.cpp, F4TProxyAnimationSync.cpp) updated to support descriptor-based bulk variable snapshots and actor state replication. Server/tools: update server/dev_server_app.py and server/fake_client.py to handle and display the new optional fields. These changes are additive and backward-compatible and set up phases for action capture, dynamic proxy spawn, and action-replay integration.
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@@ -50,6 +50,7 @@ class DevServerWindow(QMainWindow):
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)
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self.stat_labels: dict[str, QLabel] = {}
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self.selected_fake_client_key: int | None = None
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self.setWindowTitle("Fallout 4 Together Dev Server")
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self.resize(1100, 760)
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@@ -362,8 +363,15 @@ class DevServerWindow(QMainWindow):
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def _get_selected_fake_client_key_for_control(self) -> int | None:
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client_key = self._get_selected_fake_client_key()
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if client_key is None:
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self._append_log("Select a fake client first.")
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return None
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snapshots = self.fake_player_manager.get_snapshots()
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if len(snapshots) == 1:
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client_key = self._get_optional_int(snapshots[0].get("clientKey"))
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if client_key is not None:
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self.selected_fake_client_key = client_key
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self._append_log("No fake client row selected; using the only fake client.")
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if client_key is None:
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self._append_log("Select a fake client first.")
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return None
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if not self.server.is_running():
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self._append_log("Start the server before controlling fake clients.")
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@@ -383,7 +391,9 @@ class DevServerWindow(QMainWindow):
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client_key = name_item.data(Qt.ItemDataRole.UserRole)
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try:
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return int(client_key)
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selected_key = int(client_key)
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self.selected_fake_client_key = selected_key
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return selected_key
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except (TypeError, ValueError):
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return None
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@@ -449,10 +459,16 @@ class DevServerWindow(QMainWindow):
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self.clients_table.setItem(row, column, self._create_table_item(str(value)))
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def _refresh_fake_clients_table(self) -> None:
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selected_key = self._get_selected_fake_client_key()
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if selected_key is None:
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selected_key = self.selected_fake_client_key
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snapshots = self.fake_player_manager.get_snapshots()
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self.fake_clients_table.setRowCount(len(snapshots))
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row_to_select: int | None = None
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for row, snapshot in enumerate(snapshots):
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client_key = self._get_optional_int(snapshot.get("clientKey"))
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player_id = snapshot.get("playerId")
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values = [
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snapshot.get("name", "-"),
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@@ -466,13 +482,27 @@ class DevServerWindow(QMainWindow):
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for column, value in enumerate(values):
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item = self._create_table_item(str(value))
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if column == 0:
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item.setData(Qt.ItemDataRole.UserRole, snapshot.get("clientKey"))
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item.setData(Qt.ItemDataRole.UserRole, client_key)
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self.fake_clients_table.setItem(row, column, item)
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if client_key is not None and client_key == selected_key:
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row_to_select = row
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if row_to_select is not None:
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self.fake_clients_table.selectRow(row_to_select)
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self.selected_fake_client_key = selected_key
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@staticmethod
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def _create_table_item(value: str) -> QTableWidgetItem:
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return QTableWidgetItem(value)
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@staticmethod
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def _get_optional_int(value: Any) -> int | None:
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try:
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return int(value)
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except (TypeError, ValueError):
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return None
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@staticmethod
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def _get_optional_float(value: Any) -> float | None:
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try:
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@@ -21,6 +21,18 @@ def warn(message: str) -> None:
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log(f"Warning: {message}")
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def get_optional_uint32(packet: dict[str, Any], field_name: str, default: int = 0) -> int:
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"""Get optional unsigned 32-bit integer field."""
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value = packet.get(field_name, default)
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try:
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parsed_value = int(value)
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if 0 <= parsed_value <= 0xFFFFFFFF:
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return parsed_value
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except (TypeError, ValueError):
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pass
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return default
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def get_optional_bool(packet: dict[str, Any], field_name: str, default: bool = False) -> bool:
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value = packet.get(field_name, default)
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if isinstance(value, bool):
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@@ -82,6 +94,8 @@ def update_remote_player_state(packet: dict[str, Any]) -> None:
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"isJumping": get_optional_bool(packet, "isJumping"),
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"weaponDrawn": get_optional_bool(packet, "weaponDrawn"),
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"movementSpeed": get_optional_float(packet, "movementSpeed"),
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"actorStateFlags1": get_optional_uint32(packet, "actorStateFlags1"),
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"actorStateFlags2": get_optional_uint32(packet, "actorStateFlags2"),
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"lastReceivedLocalTime": time.time(),
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}
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@@ -105,6 +119,7 @@ def print_remote_player(player: dict[str, Any]) -> None:
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f"sneaking={player['isSneaking']}, jumping={player['isJumping']}, "
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f"weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}"
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),
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f"Actor State: flags1={player['actorStateFlags1']:08X}, flags2={player['actorStateFlags2']:08X}",
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f"Cell: {player['cellId']}",
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f"Worldspace: {player['worldspaceId']}",
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f"Client Time: {client_time}",
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@@ -130,6 +145,7 @@ def print_remote_players() -> None:
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f"moving={player['isMoving']}, sprinting={player['isSprinting']}, "
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f"sneaking={player['isSneaking']}, jumping={player['isJumping']}, "
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f"weaponDrawn={player['weaponDrawn']}, speed={player['movementSpeed']:.1f}, "
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f"flags1={player['actorStateFlags1']:08X}, flags2={player['actorStateFlags2']:08X}, "
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f"cell={player['cellId']}, worldspace={player['worldspaceId']}, "
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f"serverTime={player['serverTime']}"
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)
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