Prefix plugin logs with LocalPlayerId
Add a per-instance local-player log prefix and apply it to networking and main plugin logs to make shared Fallout4Together.log entries readable when multiple instances run. Introduces F4T::Networking::GetLocalPlayerLogPrefix() (declared in F4TNetworking.h, implemented in F4TNetworking.cpp) and updates numerous REX::INFO/WARN calls to include the prefix. Also: only log sent player transforms after SendTransformPacket succeeds, add a small TODO comment about per-instance log files, and update docs (dev-log.md and plugin/setup.md) and the setup checklist to reflect the prefixed logging behavior. The prefix reads the assigned player ID via the thread-safe remote-player accessor and defaults to "[LocalPlayerId=unassigned]" before assignment.
This commit is contained in:
@@ -68,7 +68,9 @@ 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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REX::WARN("Could not initialize Winsock for Fallout 4 Together local networking.");
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REX::WARN(
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"{} Could not initialize Winsock for Fallout 4 Together local networking.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -137,7 +139,7 @@ namespace
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void LogThrottledWarning(const std::string& a_key, const char* a_message)
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{
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if (ShouldLogWarning(a_key)) {
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REX::WARN("{}", a_message);
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REX::WARN("{} {}", F4T::Networking::GetLocalPlayerLogPrefix(), a_message);
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}
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}
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@@ -238,7 +240,7 @@ namespace
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}
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F4T::RemotePlayerState::SetAssignedPlayerId(*playerId);
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REX::INFO("Assigned server playerId: {}", *playerId);
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REX::INFO("{} Assigned server playerId: {}", F4T::Networking::GetLocalPlayerLogPrefix(), *playerId);
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}
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void HandleTransformPacket(const Json& a_packet)
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@@ -281,7 +283,8 @@ namespace
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// spawn or move remote actors. The networking thread must not touch actors.
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if (ShouldLogRemoteUpdate(*playerId)) {
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REX::INFO(
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"Remote player {} updated: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}, Cell={}, Worldspace={}",
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"{} Remote player {} updated: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}, Cell={}, Worldspace={}",
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F4T::Networking::GetLocalPlayerLogPrefix(),
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remoteState.playerId,
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remoteState.x,
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remoteState.y,
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@@ -303,9 +306,15 @@ namespace
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g_lastRemoteUpdateLogTimes.erase(*playerId);
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if (F4T::RemotePlayerState::RemoveRemotePlayer(*playerId)) {
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REX::INFO("Remote player {} disconnected and was removed.", *playerId);
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REX::INFO(
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"{} Remote player {} disconnected and was removed.",
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F4T::Networking::GetLocalPlayerLogPrefix(),
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*playerId);
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} else {
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REX::INFO("Received disconnect for unknown remote player {}.", *playerId);
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REX::INFO(
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"{} Received disconnect for unknown remote player {}.",
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F4T::Networking::GetLocalPlayerLogPrefix(),
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*playerId);
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}
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}
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@@ -313,7 +322,7 @@ namespace
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{
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const auto type = ReadString(a_packet, "type").value_or("<missing>");
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if (ShouldLogWarning("unknown_" + type)) {
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REX::WARN("Ignoring unknown server packet type: {}", type);
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REX::WARN("{} Ignoring unknown server packet type: {}", F4T::Networking::GetLocalPlayerLogPrefix(), type);
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}
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}
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@@ -328,7 +337,10 @@ namespace
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packet = Json::parse(a_line);
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} catch (const std::exception& a_error) {
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if (ShouldLogWarning("json_parse")) {
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REX::WARN("Ignoring invalid JSON packet from server: {}", a_error.what());
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REX::WARN(
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"{} Ignoring invalid JSON packet from server: {}",
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F4T::Networking::GetLocalPlayerLogPrefix(),
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a_error.what());
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}
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return;
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}
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@@ -394,7 +406,9 @@ namespace
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}
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if (bytesReceived == 0) {
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REX::WARN("Fallout 4 Together local server closed the connection.");
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REX::WARN(
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"{} Fallout 4 Together local server closed the connection.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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CloseSocket();
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break;
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}
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@@ -406,7 +420,9 @@ namespace
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}
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if (g_receiveThreadRunning.load()) {
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REX::WARN("Lost connection to Fallout 4 Together local server while receiving.");
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REX::WARN(
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"{} Lost connection to Fallout 4 Together local server while receiving.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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}
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CloseSocket();
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break;
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@@ -440,6 +456,16 @@ namespace
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namespace F4T::Networking
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{
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std::string GetLocalPlayerLogPrefix()
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{
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const auto assignedPlayerId = F4T::RemotePlayerState::GetAssignedPlayerId();
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if (!assignedPlayerId) {
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return "[LocalPlayerId=unassigned]";
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}
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return "[LocalPlayerId=" + std::to_string(*assignedPlayerId) + "]";
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}
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bool ConnectToLocalServer()
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{
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if (IsConnectedToServer()) {
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@@ -458,13 +484,15 @@ 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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REX::WARN("Could not create socket for Fallout 4 Together local server connection.");
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REX::WARN("{} Could not create socket for Fallout 4 Together local server connection.", GetLocalPlayerLogPrefix());
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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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REX::WARN("Could not configure non-blocking socket for Fallout 4 Together local server connection.");
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REX::WARN(
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"{} Could not configure non-blocking socket for Fallout 4 Together local server connection.",
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GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -473,7 +501,7 @@ 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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REX::WARN("Could not parse Fallout 4 Together local server address.");
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REX::WARN("{} Could not parse Fallout 4 Together local server address.", GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -486,7 +514,11 @@ namespace F4T::Networking
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closesocket(localSocket);
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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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REX::WARN("Could not connect to Fallout 4 Together local server at 127.0.0.1:7777");
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REX::WARN(
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"{} Could not connect to Fallout 4 Together local server at {}:{}",
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GetLocalPlayerLogPrefix(),
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kLocalServerHost,
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kLocalServerPort);
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return false;
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}
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@@ -500,7 +532,11 @@ namespace F4T::Networking
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g_lastRemoteUpdateLogTimes.clear();
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StartReceiveThread();
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REX::INFO("Connected to Fallout 4 Together local server.");
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REX::INFO(
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"{} Connected to Fallout 4 Together local server at {}:{}.",
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GetLocalPlayerLogPrefix(),
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kLocalServerHost,
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kLocalServerPort);
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return true;
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}
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@@ -553,7 +589,7 @@ namespace F4T::Networking
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clientTime);
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if (packetSize <= 0 || static_cast<std::size_t>(packetSize) >= packet.size()) {
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REX::WARN("Could not format Fallout 4 Together transform packet.");
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REX::WARN("{} Could not format Fallout 4 Together transform packet.", GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -566,7 +602,7 @@ 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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REX::WARN("Could not format Fallout 4 Together transform packet cell ID.");
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REX::WARN("{} Could not format Fallout 4 Together transform packet cell ID.", GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -582,7 +618,9 @@ 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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REX::WARN("Could not format Fallout 4 Together transform packet worldspace ID.");
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REX::WARN(
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"{} Could not format Fallout 4 Together transform packet worldspace ID.",
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GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -592,7 +630,7 @@ 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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REX::WARN("Could not finish Fallout 4 Together transform packet.");
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REX::WARN("{} Could not finish Fallout 4 Together transform packet.", GetLocalPlayerLogPrefix());
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return false;
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}
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@@ -611,7 +649,7 @@ 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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REX::WARN("Lost connection to Fallout 4 Together local server.");
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REX::WARN("{} Lost connection to Fallout 4 Together local server.", GetLocalPlayerLogPrefix());
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CloseSocket();
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}
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@@ -619,7 +657,7 @@ namespace F4T::Networking
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}
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if (bytesSent != packetSize) {
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REX::WARN("Could not send full Fallout 4 Together transform packet.");
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REX::WARN("{} Could not send full Fallout 4 Together transform packet.", GetLocalPlayerLogPrefix());
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CloseSocket();
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return false;
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}
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+26
-10
@@ -120,7 +120,8 @@ namespace
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void LogPlayerTransform(const PlayerTransform& a_transform)
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{
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REX::INFO("Player position: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}",
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REX::INFO("{} Sent transform: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}",
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F4T::Networking::GetLocalPlayerLogPrefix(),
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a_transform.x,
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a_transform.y,
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a_transform.z,
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@@ -133,7 +134,9 @@ namespace
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if (!player) {
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static bool playerUnavailableWarningLogged = false;
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if (!playerUnavailableWarningLogged) {
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REX::WARN("Player position unavailable: local player reference is not available yet.");
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REX::WARN(
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"{} Player position unavailable: local player reference is not available yet.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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playerUnavailableWarningLogged = true;
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}
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return;
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@@ -155,13 +158,19 @@ namespace
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const char* movementType = "normal";
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if (HasWorldspaceChanged(lastKnownLocation, currentLocation)) {
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REX::INFO("Detected worldspace change. Sending immediate transform update.");
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REX::INFO(
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"{} Detected worldspace change. Sending immediate transform update.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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movementType = "worldspace_change";
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} else if (HasCellChanged(lastKnownLocation, currentLocation)) {
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REX::INFO("Detected cell change. Sending immediate transform update.");
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REX::INFO(
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"{} Detected cell change. Sending immediate transform update.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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movementType = "cell_change";
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} else if (HasTeleportDistance(lastSentTransform, currentTransform)) {
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REX::INFO("Detected teleport/large position jump. Sending immediate transform update.");
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REX::INFO(
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"{} Detected teleport/large position jump. Sending immediate transform update.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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movementType = "teleport";
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}
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@@ -178,8 +187,7 @@ namespace
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// Player transforms can change by tiny amounts every frame. Throttling keeps the
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// readout useful for debugging movement without flooding Fallout4Together.log or
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// turning this first local networking test into a packet every frame.
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LogPlayerTransform(currentTransform);
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F4T::Networking::SendTransformPacket(
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const auto sentTransform = F4T::Networking::SendTransformPacket(
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currentTransform.x,
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currentTransform.y,
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currentTransform.z,
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@@ -189,6 +197,9 @@ namespace
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currentLocation.cellId,
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currentLocation.hasWorldspaceId,
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currentLocation.worldspaceId);
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if (sentTransform) {
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LogPlayerTransform(currentTransform);
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}
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lastSentTransform = currentTransform;
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lastKnownLocation = currentLocation;
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lastLogTime = currentTime;
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@@ -203,7 +214,9 @@ namespace
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const auto* taskInterface = F4SE::GetTaskInterface();
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if (!taskInterface) {
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REX::WARN("Failed to get F4SE task interface; player position changes will not be logged.");
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REX::WARN(
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"{} Failed to get F4SE task interface; player position changes will not be logged.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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return;
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}
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@@ -240,7 +253,8 @@ F4SE_PLUGIN_LOAD(const F4SE::LoadInterface* a_f4se)
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{
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F4SE::Init(a_f4se);
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REX::INFO("Fallout 4 Together plugin loaded successfully.");
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REX::INFO("{} Fallout 4 Together plugin loaded successfully.", F4T::Networking::GetLocalPlayerLogPrefix());
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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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// test server is not running, the game must continue normally and movement
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@@ -250,7 +264,9 @@ F4SE_PLUGIN_LOAD(const F4SE::LoadInterface* a_f4se)
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const auto* messaging = F4SE::GetMessagingInterface();
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if (!messaging || !messaging->RegisterListener(OnF4SEMessage)) {
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REX::WARN("Failed to register F4SE message listener; player position will not be logged.");
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REX::WARN(
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"{} Failed to register F4SE message listener; player position will not be logged.",
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F4T::Networking::GetLocalPlayerLogPrefix());
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}
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return true;
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