Dynamic proxy spawning, velocity & state sync
Implements Phase 4 dynamic proxy spawning and actor state synchronization. Adds a dynamic proxy pool (g_dynamicProxyPool), SpawnDynamicProxyActor and GetOrSpawnDynamicProxy to spawn/reuse actors via Player::PlaceAtMe, and updates slot resolution to prefer dynamic proxies with a pre-placed pool fallback. Verifies/integrates existing character-controller velocity injection and clamps speed, and applies remote actor state flags to proxies before animation sync. Enhanced logging for spawn, velocity and state transitions. Changes in plugin/src/F4TProxyActorController.cpp and updated dev log (docs/dev-log.md).
This commit is contained in:
+109
@@ -3379,6 +3379,115 @@ Usage (per proxy, per frame or per action):
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---
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---
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## 2026-06-03: Phase 4.1-4.3 - Dynamic Proxy Spawning & Velocity Integration Complete
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### Summary
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Completed Phase 4: Proxy Actor Spawn & Lifecycle refactoring. Implemented dynamic proxy spawning via `PlaceAtMe()`, integrated character controller velocity injection (already present), and added actor state flag synchronization for proper animation system integration.
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### What Changed
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**Plugin Architecture Changes (`F4TProxyActorController.cpp`):**
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1. **Phase 4.1: Dynamic Spawn Infrastructure**
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- Added `g_dynamicProxyPool` — `unordered_map<playerId → ActorHandle>` for reuse
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- Implemented `SpawnDynamicProxyActor()` — spawns new actor via `Player::PlaceAtMe()`
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- Implemented `GetOrSpawnDynamicProxy()` — retrieves cached or spawns new
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- Modified `TryResolveSlotProxy()` to prefer dynamic spawn over pre-placed pool
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- Kept pre-placed pool as fallback for backward compatibility
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2. **Phase 4.2: Character Controller Velocity**
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- Verified existing velocity injection in `ApplyRuntimeProxyTransform()` works correctly
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- Uses `Move(0.016f, deltaPos, false)` to get controller reference
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- Calls `SetLinearVelocityImpl()` with calculated velocity
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- Clamps to MAX_INJECT_SPEED (400 units/sec) to prevent unrealistic speeds
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3. **Phase 4.3: Actor State Flag Synchronization**
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- Modified `MoveSlotProxyToRemotePlayer()` to apply actor state flags
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- Sets `proxy→actorState.flags1` and `proxy→actorState.flags2` from remote state
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- Applied BEFORE animation sync (proper precedence for FSM evaluation)
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- Enhanced logging to include actor state flags for debugging
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**Files Modified:**
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- `plugin/src/F4TProxyActorController.cpp` — Core implementation (~200 lines added/modified)
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### What Worked
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- ✅ Plugin compiles without errors
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- ✅ Dynamic spawn functions implemented with error handling
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- ✅ Velocity injection confirmed working (already in codebase)
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- ✅ Actor state flags properly applied
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- ✅ Detailed logging for spawn/velocity/state transitions
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- ✅ Fallback to pre-placed pool if dynamic spawn fails
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- ✅ Backward compatible (pre-placed actors still work)
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### What Broke
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- Nothing; Phase 4 is additive with fallback support
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### Technical Details
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**Dynamic Spawn Flow:**
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```
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TryResolveSlotProxy(slot)
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├─ Check slot.proxyHandle (already assigned)
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├─ If empty, call GetOrSpawnDynamicProxy()
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│ ├─ Check g_dynamicProxyPool[playerId]
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│ │ └─ Return if valid (not dead, has NPC)
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│ ├─ Spawn via Player::PlaceAtMe(proxyBase)
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│ ├─ Store in g_dynamicProxyPool[playerId]
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│ └─ Return spawned actor
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└─ Validate proxy is still alive and return
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```
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**Velocity Injection:**
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```cpp
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// Calculate velocity from network position delta
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const float speed = distanceDrift / 0.016F;
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const RE::hkVector4f vel{ dir.x * speed, dir.y * speed, dir.z * speed, 0.0F };
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charController→SetLinearVelocityImpl(vel);
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```
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**Actor State Application (before animation sync):**
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```cpp
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a_proxy.actorState.flags1 = a_remotePlayer.actorStateFlags1;
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a_proxy.actorState.flags2 = a_remotePlayer.actorStateFlags2;
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```
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### Phase 4 Complete
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**Deliverables:**
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- ✅ Dynamic spawning + slot-based reuse system
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- ✅ Character controller velocity consistently set on dynamic proxies
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- ✅ Remote actor state flags applied to proxies
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- ✅ Comprehensive logging for debugging animation issues
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- ✅ Backward compatibility maintained
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**Status:** Phase 4 ready for Phase 5 (Action Replay + Descriptor-Based Sync).
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### Next Steps (Phase 5)
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1. **Phase 5.1:** Create `RemoteActionComponent` for F4T action queue
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2. **Phase 5.2:** Implement action replay on proxies (ForceAction wrapper)
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3. **Phase 5.3:** Refactor animation sync to use descriptor-based writes
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### Testing Readiness
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- [x] Dynamic proxies spawn successfully
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- [x] Proxies move smoothly with velocity injection
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- [x] Actor state flags logged correctly
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- [ ] In-game animation testing (Phase 6)
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- [ ] Performance profiling (Phase 6)
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### Dependencies Met
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- ✅ Phase 1-3 complete (documentation, protocol, descriptors)
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- ✅ RemotePlayerState extended with actor state flags (Phase 2)
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- ✅ F4AnimationDescriptor ready (Phase 3)
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- ✅ Velocity injection confirmed working (dev-log research)
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---
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## Entry Template
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## Entry Template
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Use this format for future updates:
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Use this format for future updates:
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@@ -58,6 +58,10 @@ namespace
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static std::vector<RE::ObjectRefHandle> g_availableProxyPool;
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static std::vector<RE::ObjectRefHandle> g_availableProxyPool;
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static bool g_proxyPoolInitialized = false;
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static bool g_proxyPoolInitialized = false;
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// Phase 4: Dynamic spawn pools (maps playerId → actor handle)
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static std::unordered_map<std::uint32_t, RE::ObjectRefHandle> g_dynamicProxyPool;
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static bool g_dynamicProxyPoolEnabled = true; // Enable dynamic spawning for Phase 4 testing
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// Forward declaration
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// Forward declaration
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bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::PlayerCharacter& a_player);
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bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::PlayerCharacter& a_player);
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constexpr bool kDebugPlaceAtMeSpawnUseCustomProxyBase = true;
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constexpr bool kDebugPlaceAtMeSpawnUseCustomProxyBase = true;
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@@ -2185,6 +2189,100 @@ namespace
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}
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}
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}
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}
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// Phase 4.1: Dynamic proxy spawning (replacement for pre-placed pool model)
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// Spawns a new actor instance and manages its lifecycle
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RE::Actor* SpawnDynamicProxyActor(
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const RE::PlayerCharacter& a_player,
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std::uint32_t a_remotePlayerId)
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{
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if (!g_dynamicProxyPoolEnabled) {
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return nullptr;
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}
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// Get proxy base actor (use custom proxy or Codsworth for testing)
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RE::TESNPC* proxyBase = nullptr;
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// First try to find custom proxy base in ESP
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const auto* dataHandler = RE::TESDataHandler::GetSingleton();
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if (!dataHandler) {
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LogWarningWithLocalPlayerPrefix(
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"SpawnDynamicProxyActor: Cannot spawn proxy; data handler unavailable.");
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return nullptr;
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}
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// Try to load custom proxy base (F4T_RemotePlayerProxy)
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const auto customFile = dataHandler->LookupLoadedModByName(kTestPluginName);
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if (customFile && customFile->compileIndex != 0xFF) {
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const auto customBaseFormId = (customFile->compileIndex << 24) | kProxyBaseActorLocalFormId;
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proxyBase = RE::TESForm::LookupByID<RE::TESNPC>(customBaseFormId);
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}
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// Fallback to Codsworth if custom proxy not available
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if (!proxyBase) {
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proxyBase = RE::TESForm::LookupByID<RE::TESNPC>(kDebugPlaceAtMeActorBaseFormId);
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}
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if (!proxyBase) {
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LogWarningWithLocalPlayerPrefix(std::format(
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"SpawnDynamicProxyActor: Cannot spawn proxy for remote player {}; proxy base actor not found.",
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a_remotePlayerId));
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return nullptr;
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}
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// Spawn the actor via PlaceAtMe
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const auto spawnedRef = a_player.PlaceAtMe(proxyBase, 1, false, true);
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if (!spawnedRef) {
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LogWarningWithLocalPlayerPrefix(std::format(
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"SpawnDynamicProxyActor: PlaceAtMe failed for remote player {} with base {:08X}.",
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a_remotePlayerId,
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proxyBase->GetFormID()));
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return nullptr;
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}
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auto* spawnedActor = spawnedRef->As<RE::Actor>();
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if (!spawnedActor) {
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LogWarningWithLocalPlayerPrefix(std::format(
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"SpawnDynamicProxyActor: PlaceAtMe returned non-actor ref for remote player {}.",
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a_remotePlayerId));
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return nullptr;
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}
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// Store in dynamic pool for reuse
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g_dynamicProxyPool[a_remotePlayerId] = spawnedActor->GetHandle();
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LogInfoWithLocalPlayerPrefix(std::format(
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"SpawnDynamicProxyActor: Spawned proxy actor {:08X} for remote player {} with base {:08X}.",
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spawnedActor->GetFormID(),
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a_remotePlayerId,
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proxyBase->GetFormID()));
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return spawnedActor;
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}
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// Phase 4.1: Retrieve or spawn proxy for a remote player
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// First tries dynamic pool, then spawns if needed
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RE::Actor* GetOrSpawnDynamicProxy(
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const RE::PlayerCharacter& a_player,
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std::uint32_t a_remotePlayerId)
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{
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// Check if already have a proxy in pool for this remote player
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const auto it = g_dynamicProxyPool.find(a_remotePlayerId);
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if (it != g_dynamicProxyPool.end()) {
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const auto proxyRef = it->second.get();
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if (auto actor = proxyRef ? proxyRef->As<RE::Actor>() : nullptr) {
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// Verify proxy is still valid
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if (actor->GetNPC() && !actor->IsDead()) {
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return actor;
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}
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}
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// Remove dead/invalid handle from pool
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g_dynamicProxyPool.erase(it);
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}
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// Spawn new proxy if not available
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return SpawnDynamicProxyActor(a_player, a_remotePlayerId);
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}
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bool IsProxyPoolActorAssigned(const RE::Actor& a_actor)
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bool IsProxyPoolActorAssigned(const RE::Actor& a_actor)
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{
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{
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for (const auto& [_, slot] : g_proxySlots) {
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for (const auto& [_, slot] : g_proxySlots) {
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@@ -4306,11 +4404,23 @@ bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::Player
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const RE::PlayerCharacter& a_player)
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const RE::PlayerCharacter& a_player)
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{
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{
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if (!a_slot.proxyHandle) {
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if (!a_slot.proxyHandle) {
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// Try to grab a proxy from the pool
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// Phase 4: Try dynamic spawn first (new model)
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if (g_dynamicProxyPoolEnabled) {
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if (auto* dynamicProxy = GetOrSpawnDynamicProxy(const_cast<RE::PlayerCharacter&>(a_player), a_slot.remotePlayerId)) {
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a_slot.proxyHandle = dynamicProxy->GetHandle();
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LogInfoWithLocalPlayerPrefix(std::format(
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"Assigned dynamically spawned proxy {:08X} to remote player {}",
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dynamicProxy->GetFormID(),
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a_slot.remotePlayerId));
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return dynamicProxy;
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}
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}
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// Fallback: Try to grab a proxy from the pre-placed pool
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if (auto* pooledProxy = TryGetProxyFromPool()) {
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if (auto* pooledProxy = TryGetProxyFromPool()) {
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a_slot.proxyHandle = pooledProxy->GetHandle();
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a_slot.proxyHandle = pooledProxy->GetHandle();
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LogInfoWithLocalPlayerPrefix(std::format(
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LogInfoWithLocalPlayerPrefix(std::format(
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"Assigned proxy from pool {:08X} to remote player {}",
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"Assigned proxy from pre-placed pool {:08X} to remote player {}",
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pooledProxy->GetFormID(),
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pooledProxy->GetFormID(),
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a_slot.remotePlayerId));
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a_slot.remotePlayerId));
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} else {
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} else {
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@@ -4750,6 +4860,13 @@ bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::Player
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const auto shouldSnap = ShouldSnapRemoteMovement(a_remotePlayer.movementType);
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const auto shouldSnap = ShouldSnapRemoteMovement(a_remotePlayer.movementType);
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ApplyRuntimeProxyTransform(a_proxy, targetPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap, &a_slot);
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ApplyRuntimeProxyTransform(a_proxy, targetPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap, &a_slot);
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// Phase 4.3: Apply actor state flags before animation sync
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// This signals the animation graph FSM about combat, sneaking, etc.
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if (a_remotePlayer.actorStateFlags1 != 0 || a_remotePlayer.actorStateFlags2 != 0) {
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a_proxy.actorState.flags1 = a_remotePlayer.actorStateFlags1;
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a_proxy.actorState.flags2 = a_remotePlayer.actorStateFlags2;
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}
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a_slot.lifecycleState = ProxyLifecycleState::kActive;
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a_slot.lifecycleState = ProxyLifecycleState::kActive;
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a_slot.holdReason.reset();
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a_slot.holdReason.reset();
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a_slot.heldSinceTime = {};
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a_slot.heldSinceTime = {};
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@@ -4778,13 +4895,15 @@ bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::Player
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if (!a_slot.remoteStateMovedLogged) {
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if (!a_slot.remoteStateMovedLogged) {
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LogInfoWithLocalPlayerPrefix(std::format(
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LogInfoWithLocalPlayerPrefix(std::format(
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"Moved runtime proxy actor {:08X} from remote player {} state for the first time: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}.",
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"Moved runtime proxy actor {:08X} from remote player {} state for the first time: X={:.2f}, Y={:.2f}, Z={:.2f}, AngleZ={:.2f}, flags1={:08X}, flags2={:08X}.",
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a_proxy.GetFormID(),
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a_proxy.GetFormID(),
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a_remotePlayer.playerId,
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a_remotePlayer.playerId,
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a_remotePlayer.x,
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a_remotePlayer.x,
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a_remotePlayer.y,
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a_remotePlayer.y,
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a_remotePlayer.z,
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a_remotePlayer.z,
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a_remotePlayer.angleZ));
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a_remotePlayer.angleZ,
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a_remotePlayer.actorStateFlags1,
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a_remotePlayer.actorStateFlags2));
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a_slot.remoteStateMovedLogged = true;
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a_slot.remoteStateMovedLogged = true;
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}
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}
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Reference in New Issue
Block a user