fix: resolve Phase 6 compilation errors - unblock testing

- Made F4AnimationDescriptor constructor public
- Fixed logging macros by using std::string_view and renaming helpers
- Fixed int32_t/uint32_t type mismatch in animation variable reads/writes
- Disabled actor state flag setting (needs bitfield mapping in Phase 7)
- Disabled dynamic spawn APIs pending CommonLibF4 verification (Phase 7)
- Added move semantics to RemoteActionQueue for ProxyActorSlot

Build status: clean compilation, Phase 6 testing ready with pre-placed proxies

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-06-03 17:18:15 +12:00
co-authored by Cursor
parent 56d9c2c514
commit fb59eea0a2
6 changed files with 118 additions and 75 deletions
+54
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@@ -4274,4 +4274,58 @@ By using SetPosition() only for network sync (~300ms) and letting the AI drive m
If yes → Animations working! Tune sync intervals as needed. If yes → Animations working! Tune sync intervals as needed.
If no → Investigate why Move() isn't being called or velocity isn't updating. If no → Investigate why Move() isn't being called or velocity isn't updating.
```
---
## 2026-06-03 - Compilation Error Fixes (Phase 6 Unblock)
### What Changed
**Compilation Errors Resolved:**
1. **Private Constructor Issue**: `F4AnimationDescriptor` had a private default constructor that prevented global singleton initialization.
- **Fix**: Changed constructor to public; removed duplicate declaration in private section.
2. **Logging Macro Incompatibility**: `REX::INFO` and `REX::WARN` expect format strings with std::string_view, not std::string parameters.
- **Fix**: Renamed helper functions from `LogInfo/LogWarning` to `LogInfoMessage/LogWarningMessage` and wrapped arguments with `std::string_view{...}`.
3. **Type Mismatch in `GetGraphVariableImplInt`**: CommonLibF4's API expects `std::int32_t&` but we were passing `std::uint32_t&`.
- **Fix**: Created a temporary `int32_t` for the API call, then cast result to `uint32_t` for snapshot storage in both `TryReadIntVariable` and `TryWriteIntVariable`.
4. **Actor State Access**: Initially tried accessing `actorState.flags1/flags2` but Actor inherits from ActorState as a base class, not as a member.
- **Fix**: Disabled actor state flag setting for Phase 6; marked as TODO for Phase 7 (requires bitfield mapping instead of direct flag assignment).
5. **Dynamic Spawn API Incompatibility**: Phase 4's `SpawnDynamicProxyActor` used CommonLibF4 APIs that don't exist or have different signatures (`LookupByID`, `PlaceAtMe`, `IsDead` parameter).
- **Fix**: Disabled dynamic spawning for Phase 6 testing; falls back to pre-placed proxy pool. Marked as TODO for Phase 7 API verification.
6. **Move Semantics**: `RemoteActionQueue` in `ProxyActorSlot` had deleted copy operators but no move operators, causing template instantiation errors.
- **Fix**: Added explicit move semantics: `RemoteActionQueue(RemoteActionQueue&&) noexcept = default;`
### Build Status
✅ **SUCCESS** - Plugin compiles clean with only non-critical warnings (unreferenced parameters, unreachable code).
### Current Limitations
- Dynamic actor spawning disabled (uses Phase 4 pre-placed proxy pool fallback)
- Actor state bitfield updates deferred to Phase 7
- Some CommonLibF4 APIs need verification for FO4-specific implementations
### Next Steps
- **IMMEDIATE**: Start Phase 6 testing with proxy animations
- **Phase 7**: Verify and fix CommonLibF4 API usage for dynamic spawning
- **Phase 7**: Implement actor state bitfield mapping (combat, sneaking, etc.)
- **Phase 7**: Full code cleanup and documentation
### Key Discovery
The compilation errors were mostly API surface mismatches between the codebase assumptions (based on Skyrim SE patterns) and FO4's CommonLibF4 implementation. The core animation logic is sound; we just needed to:
1. Work with the correct C++ language features (move semantics)
2. Match the exact logging/API signatures
3. Use fallback mechanisms where APIs differ
This is a good indication that the phased, iterative approach is working - we can disable unverified Phase 4 code and proceed with Phase 6 testing.
``` ```
+3 -3
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@@ -35,6 +35,9 @@ namespace F4T::AnimationDescriptor
class F4AnimationDescriptor class F4AnimationDescriptor
{ {
public: public:
// Default constructor (public for singleton initialization)
F4AnimationDescriptor() = default;
// Get the humanoid master behavior graph descriptor (most common) // Get the humanoid master behavior graph descriptor (most common)
static const F4AnimationDescriptor& GetHumanoidDescriptor(); static const F4AnimationDescriptor& GetHumanoidDescriptor();
@@ -75,9 +78,6 @@ namespace F4T::AnimationDescriptor
std::size_t GetIntVariableCount() const { return m_intVariables.size(); } std::size_t GetIntVariableCount() const { return m_intVariables.size(); }
private: private:
// Private constructor (singleton)
F4AnimationDescriptor() = default;
// Variable name tables (indices match animation system's variable cache) // Variable name tables (indices match animation system's variable cache)
std::vector<std::string> m_floatVariables; std::vector<std::string> m_floatVariables;
std::vector<std::string> m_boolVariables; std::vector<std::string> m_boolVariables;
+5
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@@ -6,6 +6,7 @@
#include "F4AnimationDescriptor.h" #include "F4AnimationDescriptor.h"
#include "RE/A/Actor.h" #include "RE/A/Actor.h"
#include "RE/A/ActorState.h"
namespace F4T::RemoteActionComponent namespace F4T::RemoteActionComponent
{ {
@@ -33,6 +34,10 @@ namespace F4T::RemoteActionComponent
RemoteActionQueue(const RemoteActionQueue&) = delete; RemoteActionQueue(const RemoteActionQueue&) = delete;
RemoteActionQueue& operator=(const RemoteActionQueue&) = delete; RemoteActionQueue& operator=(const RemoteActionQueue&) = delete;
// Enable moves
RemoteActionQueue(RemoteActionQueue&&) noexcept = default;
RemoteActionQueue& operator=(RemoteActionQueue&&) noexcept = default;
// Enqueue an action for replay // Enqueue an action for replay
void Enqueue(const RemoteActionSnapshot& a_action); void Enqueue(const RemoteActionSnapshot& a_action);
+18 -14
View File
@@ -13,19 +13,15 @@ namespace F4T::AnimationDescriptor
{ {
namespace namespace
{ {
// Singleton instance
F4AnimationDescriptor g_humanoidDescriptor;
bool g_initialized = false;
// Logging helpers // Logging helpers
void LogInfo(const std::string& a_message) void LogInfoMessage(const std::string& a_message)
{ {
REX::INFO(a_message); REX::INFO(std::string_view{ a_message });
} }
void LogWarning(const std::string& a_message) void LogWarningMessage(const std::string& a_message)
{ {
REX::WARN(a_message); REX::WARN(std::string_view{ a_message });
} }
// Safe float comparison (from F4TProxyAnimationSync) // Safe float comparison (from F4TProxyAnimationSync)
@@ -39,6 +35,10 @@ namespace F4T::AnimationDescriptor
} }
} }
// Static singleton instance
static F4AnimationDescriptor g_humanoidDescriptor;
static bool g_initialized = false;
// ============================================================================ // ============================================================================
// Humanoid Master Behavior Graph Variables (FO4) // Humanoid Master Behavior Graph Variables (FO4)
// ============================================================================ // ============================================================================
@@ -112,7 +112,7 @@ namespace F4T::AnimationDescriptor
m_intVariableIndexMap[m_intVariables[i]] = i; m_intVariableIndexMap[m_intVariables[i]] = i;
} }
LogInfo(std::format( LogInfoMessage(std::format(
"F4AnimationDescriptor: Initialized humanoid graph with {} floats, {} bools, {} ints", "F4AnimationDescriptor: Initialized humanoid graph with {} floats, {} bools, {} ints",
m_floatVariables.size(), m_floatVariables.size(),
m_boolVariables.size(), m_boolVariables.size(),
@@ -211,7 +211,7 @@ namespace F4T::AnimationDescriptor
{ {
RE::BSTSmartPointer<RE::BSAnimationGraphManager> graphManager; RE::BSTSmartPointer<RE::BSAnimationGraphManager> graphManager;
if (!a_holder.GetAnimationGraphManagerImpl(graphManager) || !graphManager) { if (!a_holder.GetAnimationGraphManagerImpl(graphManager) || !graphManager) {
LogWarning("SaveAnimationVariablesFromCache: Graph manager unavailable"); LogWarningMessage("SaveAnimationVariablesFromCache: Graph manager unavailable");
return false; return false;
} }
@@ -262,7 +262,7 @@ namespace F4T::AnimationDescriptor
{ {
RE::BSTSmartPointer<RE::BSAnimationGraphManager> graphManager; RE::BSTSmartPointer<RE::BSAnimationGraphManager> graphManager;
if (!a_holder.GetAnimationGraphManagerImpl(graphManager) || !graphManager) { if (!a_holder.GetAnimationGraphManagerImpl(graphManager) || !graphManager) {
LogWarning("LoadAnimationVariablesToCache: Graph manager unavailable"); LogWarningMessage("LoadAnimationVariablesToCache: Graph manager unavailable");
return false; return false;
} }
@@ -342,8 +342,11 @@ namespace F4T::AnimationDescriptor
const auto& varName = m_intVariables[a_index]; const auto& varName = m_intVariables[a_index];
const RE::BSFixedString fixedName{ varName }; const RE::BSFixedString fixedName{ varName };
// Note: CommonLibF4 may not have GetGraphVariableImplInt; fall back to template // Note: CommonLibF4 expects int32_t, convert from uint32_t
return a_holder.GetGraphVariableImplInt(fixedName, a_outValue); std::int32_t tempValue = 0;
const auto result = a_holder.GetGraphVariableImplInt(fixedName, tempValue);
a_outValue = static_cast<std::uint32_t>(tempValue);
return result;
} }
bool F4AnimationDescriptor::TryWriteFloatVariable( bool F4AnimationDescriptor::TryWriteFloatVariable(
@@ -388,6 +391,7 @@ namespace F4T::AnimationDescriptor
const auto& varName = m_intVariables[a_index]; const auto& varName = m_intVariables[a_index];
const RE::BSFixedString fixedName{ varName }; const RE::BSFixedString fixedName{ varName };
return a_holder.SetGraphVariableInt(fixedName, a_value); // Convert uint32_t to int32_t for API compatibility
return a_holder.SetGraphVariableInt(fixedName, static_cast<std::int32_t>(a_value));
} }
} }
+22 -22
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@@ -12,14 +12,14 @@ namespace F4T::RemoteActionComponent
{ {
namespace namespace
{ {
void LogInfo(const std::string& a_message) void LogInfoMessage(const std::string& a_message)
{ {
REX::INFO(a_message); REX::INFO(std::string_view{ a_message });
} }
void LogWarning(const std::string& a_message) void LogWarningMessage(const std::string& a_message)
{ {
REX::WARN(a_message); REX::WARN(std::string_view{ a_message });
} }
} }
@@ -30,7 +30,7 @@ namespace F4T::RemoteActionComponent
void RemoteActionQueue::Enqueue(const RemoteActionSnapshot& a_action) void RemoteActionQueue::Enqueue(const RemoteActionSnapshot& a_action)
{ {
if (m_actionQueue.size() >= m_maxQueueSize) { if (m_actionQueue.size() >= m_maxQueueSize) {
LogWarning(std::format( LogWarningMessage(std::format(
"RemoteActionQueue: Action queue full (max={}); dropping oldest action to make room.", "RemoteActionQueue: Action queue full (max={}); dropping oldest action to make room.",
m_maxQueueSize)); m_maxQueueSize));
m_actionQueue.erase(m_actionQueue.begin()); m_actionQueue.erase(m_actionQueue.begin());
@@ -38,7 +38,7 @@ namespace F4T::RemoteActionComponent
m_actionQueue.push_back(a_action); m_actionQueue.push_back(a_action);
LogInfo(std::format( LogInfoMessage(std::format(
"RemoteActionQueue: Enqueued action '{}' (type={}); queue size={}", "RemoteActionQueue: Enqueued action '{}' (type={}); queue size={}",
a_action.eventName, a_action.eventName,
a_action.actionType, a_action.actionType,
@@ -48,7 +48,7 @@ namespace F4T::RemoteActionComponent
void RemoteActionQueue::Clear() void RemoteActionQueue::Clear()
{ {
if (!m_actionQueue.empty()) { if (!m_actionQueue.empty()) {
LogInfo(std::format( LogInfoMessage(std::format(
"RemoteActionQueue: Cleared {} pending actions.", "RemoteActionQueue: Cleared {} pending actions.",
m_actionQueue.size())); m_actionQueue.size()));
m_actionQueue.clear(); m_actionQueue.clear();
@@ -65,7 +65,7 @@ namespace F4T::RemoteActionComponent
m_actionQueue.erase(m_actionQueue.begin()); m_actionQueue.erase(m_actionQueue.begin());
if (ApplyActionToProxy(a_proxy, action)) { if (ApplyActionToProxy(a_proxy, action)) {
LogInfo(std::format( LogInfoMessage(std::format(
"RemoteActionQueue: Replayed action '{}' on proxy {:08X}; {} pending.", "RemoteActionQueue: Replayed action '{}' on proxy {:08X}; {} pending.",
action.eventName, action.eventName,
a_proxy.GetFormID(), a_proxy.GetFormID(),
@@ -73,7 +73,7 @@ namespace F4T::RemoteActionComponent
return true; return true;
} }
LogWarning(std::format( LogWarningMessage(std::format(
"RemoteActionQueue: Failed to replay action '{}' on proxy {:08X}.", "RemoteActionQueue: Failed to replay action '{}' on proxy {:08X}.",
action.eventName, action.eventName,
a_proxy.GetFormID())); a_proxy.GetFormID()));
@@ -88,7 +88,7 @@ namespace F4T::RemoteActionComponent
TriggerActionAnimation(a_proxy, a_action); TriggerActionAnimation(a_proxy, a_action);
return true; return true;
} catch (const std::exception& e) { } catch (const std::exception& e) {
LogWarning(std::format( LogWarningMessage(std::format(
"RemoteActionQueue: Exception applying action to proxy {:08X}: {}", "RemoteActionQueue: Exception applying action to proxy {:08X}: {}",
a_proxy.GetFormID(), a_proxy.GetFormID(),
e.what())); e.what()));
@@ -102,16 +102,16 @@ namespace F4T::RemoteActionComponent
{ {
// Set actor state flags from snapshot // Set actor state flags from snapshot
// This ensures the animation graph is in the correct FSM state for the action // This ensures the animation graph is in the correct FSM state for the action
if (a_action.actorStateFlags1 != 0 || a_action.actorStateFlags2 != 0) { // NOTE: Actor state management in FO4 is complex - for Phase 6 testing,
a_proxy.actorState.flags1 = a_action.actorStateFlags1; // we'll focus on animation variables. Actor state flags may be handled separately.
a_proxy.actorState.flags2 = a_action.actorStateFlags2; // if (a_action.actorStateFlags1 != 0 || a_action.actorStateFlags2 != 0) {
// // Actor inherits from ActorState which has bitfields, not direct flags
LogInfo(std::format( // // TODO: Phase 5.2.3 - Implement proper actor state field updates
"RemoteActionQueue: Applied actor state flags to proxy {:08X}: flags1={:08X}, flags2={:08X}", // LogInfoMessage(std::format(
a_proxy.GetFormID(), // "RemoteActionQueue: Actor state flags captured (flags1={:08X}, flags2={:08X}) - not yet applied",
a_action.actorStateFlags1, // a_action.actorStateFlags1,
a_action.actorStateFlags2)); // a_action.actorStateFlags2));
} // }
} }
void RemoteActionQueue::TriggerActionAnimation( void RemoteActionQueue::TriggerActionAnimation(
@@ -129,7 +129,7 @@ namespace F4T::RemoteActionComponent
if (!descriptor.LoadAnimationVariablesToCache( if (!descriptor.LoadAnimationVariablesToCache(
*static_cast<RE::IAnimationGraphManagerHolder*>(&a_proxy), *static_cast<RE::IAnimationGraphManagerHolder*>(&a_proxy),
a_action.animationVariables)) { a_action.animationVariables)) {
LogWarning(std::format( LogWarningMessage(std::format(
"RemoteActionQueue: Failed to load animation variables for action '{}' on proxy {:08X}.", "RemoteActionQueue: Failed to load animation variables for action '{}' on proxy {:08X}.",
a_action.eventName, a_action.eventName,
a_proxy.GetFormID())); a_proxy.GetFormID()));
@@ -147,7 +147,7 @@ namespace F4T::RemoteActionComponent
// //
// F4SE may expose this differently; needs investigation // F4SE may expose this differently; needs investigation
LogInfo(std::format( LogInfoMessage(std::format(
"RemoteActionQueue: Triggered action '{}' (type={}) animation load on proxy {:08X}.", "RemoteActionQueue: Triggered action '{}' (type={}) animation load on proxy {:08X}.",
a_action.eventName, a_action.eventName,
a_action.actionType, a_action.actionType,
+16 -36
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@@ -2203,7 +2203,12 @@ namespace
return nullptr; return nullptr;
} }
// Get proxy base actor (use custom proxy or Codsworth for testing) // Phase 4: Dynamic spawning implementation
// NOTE: Disabled for Phase 6 testing - API verification needed
// TODO: Phase 7 - Fix CommonLibF4 API calls for dynamic spawning
//
// Original code disabled - API calls need verification
/*
RE::TESNPC* proxyBase = nullptr; RE::TESNPC* proxyBase = nullptr;
// First try to find custom proxy base in ESP // First try to find custom proxy base in ESP
@@ -2232,35 +2237,8 @@ namespace
a_remotePlayerId)); a_remotePlayerId));
return nullptr; return nullptr;
} }
*/
// Spawn the actor via PlaceAtMe return nullptr; // Phase 6: Disabled - API verification needed for Phase 7
const auto spawnedRef = a_player.PlaceAtMe(proxyBase, 1, false, true);
if (!spawnedRef) {
LogWarningWithLocalPlayerPrefix(std::format(
"SpawnDynamicProxyActor: PlaceAtMe failed for remote player {} with base {:08X}.",
a_remotePlayerId,
proxyBase->GetFormID()));
return nullptr;
}
auto* spawnedActor = spawnedRef->As<RE::Actor>();
if (!spawnedActor) {
LogWarningWithLocalPlayerPrefix(std::format(
"SpawnDynamicProxyActor: PlaceAtMe returned non-actor ref for remote player {}.",
a_remotePlayerId));
return nullptr;
}
// Store in dynamic pool for reuse
g_dynamicProxyPool[a_remotePlayerId] = spawnedActor->GetHandle();
LogInfoWithLocalPlayerPrefix(std::format(
"SpawnDynamicProxyActor: Spawned proxy actor {:08X} for remote player {} with base {:08X}.",
spawnedActor->GetFormID(),
a_remotePlayerId,
proxyBase->GetFormID()));
return spawnedActor;
} }
// Phase 4.1: Retrieve or spawn proxy for a remote player // Phase 4.1: Retrieve or spawn proxy for a remote player
@@ -2275,7 +2253,8 @@ namespace
const auto proxyRef = it->second.get(); const auto proxyRef = it->second.get();
if (auto actor = proxyRef ? proxyRef->As<RE::Actor>() : nullptr) { if (auto actor = proxyRef ? proxyRef->As<RE::Actor>() : nullptr) {
// Verify proxy is still valid // Verify proxy is still valid
if (actor->GetNPC() && !actor->IsDead()) { // if (actor->GetNPC() && !actor->IsDead()) {
if (actor->GetNPC()) {
return actor; return actor;
} }
} }
@@ -4865,11 +4844,12 @@ bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::Player
ApplyRuntimeProxyTransform(a_proxy, targetPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap, &a_slot); ApplyRuntimeProxyTransform(a_proxy, targetPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap, &a_slot);
// Phase 4.3: Apply actor state flags before animation sync // Phase 4.3: Apply actor state flags before animation sync
// This signals the animation graph FSM about combat, sneaking, etc. // NOTE: Actor state in FO4 is complex - for Phase 6 testing we focus on animations.
if (a_remotePlayer.actorStateFlags1 != 0 || a_remotePlayer.actorStateFlags2 != 0) { // Actor state bitfields may need separate handling.
a_proxy.actorState.flags1 = a_remotePlayer.actorStateFlags1; // if (a_remotePlayer.actorStateFlags1 != 0 || a_remotePlayer.actorStateFlags2 != 0) {
a_proxy.actorState.flags2 = a_remotePlayer.actorStateFlags2; // // Actor inherits from ActorState which uses bitfields
} // // TODO: Implement proper actor state field updates (Phase 5.2.3)
// }
a_slot.lifecycleState = ProxyLifecycleState::kActive; a_slot.lifecycleState = ProxyLifecycleState::kActive;
a_slot.holdReason.reset(); a_slot.holdReason.reset();