Refactor server into reusable core and GUI

Split the monolithic test server into a reusable server core and a thin terminal launcher, and add a PySide6 developer GUI. Added server_core.py (FalloutTogetherServer) with lifecycle control, thread-safe client snapshots, stats and log listener support; added client_session.py for per-client state; added dev_server_app.py GUI and requirements.txt. Updated server.py to use the new server core, and revised server/README.md and docs/dev-log.md to document the new structure, usage, and validation steps. Protocol behavior (welcome/transform/disconnect handling and newline-separated JSON) remains unchanged.
This commit is contained in:
2026-06-02 14:30:20 +12:00
parent a0563a6849
commit fff6680fe5
7 changed files with 956 additions and 220 deletions
+96
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@@ -882,6 +882,102 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
---
## 2026-06-02 - Reusable Server Core Refactor
### What Changed
- Split the Python relay server into a reusable server core and a thin terminal
launcher.
- Added `server/client_session.py` to track connected client state, packet
counters, last packet time, and last transform snapshots.
- Added `server/server_core.py` with `FalloutTogetherServer` lifecycle methods,
log listeners, client snapshots, server stats, and thread-safe shared state.
- Updated `server/README.md` with the new server structure and validation
commands.
### What Worked
- The terminal command remains `cd server` followed by `python server.py`.
- The server still defaults to `127.0.0.1:7777`.
- Newline-separated JSON handling, welcome packets, transform mutation,
transform relay, disconnect relay, and unknown transform field preservation
remain protocol-compatible.
- The refactor prepares the server for a future desktop dev-server UI without
adding PySide6, fake-player management, movement scripts, or gameplay
features.
### What Broke
- Nothing recorded during implementation.
### Notes
- The future UI can use `FalloutTogetherServer.start()`, `stop()`,
`is_running()`, `get_clients()`, `get_stats()`, and log listener callbacks
without scraping terminal output.
- Fallout 4 plugin code and network protocol fields were left unchanged.
### Next Steps
- Run compile checks for the server files.
- Validate server startup, fake-client welcome handling, transform relay, and
disconnect relay with fake clients and Fallout 4 plugin clients.
---
## 2026-06-02 - Dev Server GUI
### What Changed
- Added a PySide6 desktop developer GUI for the reusable Python server core.
- Added a Server Console tab with start/stop controls, live server logs, live
stats, and a connected-client table.
- Added a Fake Clients tab placeholder for future fake-client management and
movement-script controls.
- Added a server-local requirements file for the GUI dependency.
- Updated server documentation with GUI install and run instructions while
preserving the terminal server flow.
### What Worked
- The GUI uses `FalloutTogetherServer` instead of duplicating networking logic.
- Server logs flow through `add_log_listener(...)` and a Qt signal bridge rather
than stdout scraping.
- Stats and connected-client snapshots are refreshed through `get_stats()` and
`get_clients()` on a `QTimer`.
- The terminal launcher, fake client, network protocol, and plugin code were
left unchanged.
### What Broke
- Nothing recorded during implementation.
### Notes
- Fake client spawning and movement scripts remain intentionally unimplemented.
- Full GUI interaction and Fallout 4/F4SE validation still need to be run
manually on the desktop.
### Testing
- Ran `python -m py_compile server.py server_core.py client_session.py fake_client.py dev_server_app.py`
from `server`; it succeeded.
- Checked IDE lints for the new GUI and edited docs; no diagnostics were
reported.
- Checked the current Python environment for `PySide6`; it is not installed, so
`pip install -r requirements.txt` is required before launching the GUI.
- Did not start a duplicate terminal server because an existing `python
server.py` session and `python fake_client.py` session were already present.
### Next Steps
- Run `python dev_server_app.py`, click `Start Server`, and connect
`fake_client.py`.
- Launch Fallout 4 through F4SE and confirm the plugin appears in the GUI client
table with transform stats updating.
---
## Entry Template
Use this format for future updates:
+90 -6
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@@ -2,7 +2,7 @@
This folder is for the external multiplayer test server.
The current server is a tiny local-only TCP test server. It listens on
The current server is a local-only TCP test server. It listens on
`127.0.0.1:7777`, accepts one or more clients, reads newline-separated JSON
packets, assigns incrementing `playerId` values, sends `welcome` packets, adds
`playerId` and `serverTime` to transform packets, broadcasts transform packets
@@ -19,11 +19,21 @@ playable yet.
## Run
Terminal server:
```bash
cd server
python server.py
```
Developer GUI server:
```bash
cd server
pip install -r requirements.txt
python dev_server_app.py
```
Then launch Fallout 4 through F4SE and move the player. The plugin should send
local player transform packets, and this server should print matching
`transform` packets.
@@ -31,6 +41,35 @@ local player transform packets, and this server should print matching
If the server is not running, the plugin should log a warning and Fallout 4
should continue launching normally.
## Structure
- `server.py`: thin terminal launcher for the local test server.
- `server_core.py`: reusable `FalloutTogetherServer` core for networking,
lifecycle control, packet relay, stats, client snapshots, and log callbacks.
- `client_session.py`: `ClientSession` state model for connected clients.
- `dev_server_app.py`: PySide6 developer GUI that starts/stops the reusable
server core, displays logs, shows live stats, and lists connected clients.
- `fake_client.py`: lightweight receiver for testing welcome, transform, and
disconnect packets without launching a second Fallout 4 instance.
- `requirements.txt`: optional Python dependencies for the desktop developer
GUI.
The reusable server core exposes methods intended for a future desktop dev
server UI:
- `start()`
- `serve_forever()`
- `stop()`
- `is_running()`
- `get_clients()`
- `get_stats()`
- `add_log_listener()`
- `remove_log_listener()`
`get_clients()` and `get_stats()` return snapshot dictionaries, not live
internal server state. Log listeners receive the same useful console messages
that the terminal launcher prints today.
## Current Test Flow
Terminal 1:
@@ -49,6 +88,17 @@ python fake_client.py
Then launch Fallout 4 through F4SE and move the player.
Alternative GUI flow:
```bash
cd server
pip install -r requirements.txt
python dev_server_app.py
```
Click `Start Server`, then run `python fake_client.py` or launch Fallout 4
through F4SE.
Expected behavior:
- The server assigns a `playerId` to each connected client and sends each client
@@ -70,6 +120,39 @@ The fake client exists so broadcast behavior can be tested before coordinating a
second Fallout 4/F4SE instance. It stores remote player transform state only; it
does not spawn remote actors or send movement.
## Validation
From inside this folder:
```bash
python -m py_compile server.py server_core.py client_session.py fake_client.py dev_server_app.py
```
Then run the terminal server:
```bash
python server.py
```
In another terminal, run:
```bash
python fake_client.py
```
To validate the developer GUI instead of the terminal launcher:
```bash
pip install -r requirements.txt
python dev_server_app.py
```
Click `Start Server`, then connect `fake_client.py` or the Fallout 4 plugin.
For in-game validation, launch Fallout 4 through F4SE and confirm the plugin
connects, receives a `welcome` packet, sends transforms, and receives relayed
remote transforms or disconnect packets when another client is connected.
## Implemented
- Start local server
@@ -82,6 +165,10 @@ does not spawn remote actors or send movement.
- Broadcast transforms to other connected clients
- Broadcast disconnect packets
- Handle disconnect cleanup
- Reusable server core with thread-safe client/stat snapshots
- Log callbacks for future server console UI
- PySide6 developer server GUI with live logs, stats, connected-client table,
and a placeholder Fake Clients tab
## Working In Fake Client Only
@@ -90,13 +177,10 @@ does not spawn remote actors or send movement.
- Storing remote player state
- Removing disconnected remote players
The Fallout 4 plugin does not yet receive remote transforms from the server.
## Planned Later
- Fallout 4 plugin receive loop
- Plugin-side remote player state storage
- Remote actor spawning
- Fake client management
- Fake client movement scripts
- Gameplay synchronization
- Authentication
- Public matchmaking
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@@ -0,0 +1,53 @@
from __future__ import annotations
import socket
import threading
from dataclasses import dataclass, field
from typing import Any
@dataclass
class ClientSession:
connection: socket.socket
address: tuple[str, int]
player_id: int
connected_at: float
last_packet_at: float | None = None
last_transform: dict[str, Any] | None = None
packets_received: int = 0
packets_sent: int = 0
packets_broadcast: int = 0
_lock: Any = field(repr=False, compare=False, default_factory=threading.RLock)
@property
def label(self) -> str:
return f"{self.address[0]}:{self.address[1]}"
def record_received(self, received_at: float) -> None:
with self._lock:
self.last_packet_at = received_at
self.packets_received += 1
def record_transform(self, packet: dict[str, Any]) -> None:
with self._lock:
self.last_transform = dict(packet)
def record_sent(self, *, broadcast: bool = False) -> None:
with self._lock:
self.packets_sent += 1
if broadcast:
self.packets_broadcast += 1
def to_snapshot(self) -> dict[str, Any]:
with self._lock:
return {
"playerId": self.player_id,
"address": self.address[0],
"port": self.address[1],
"connectedAt": self.connected_at,
"lastPacketAt": self.last_packet_at,
"lastTransform": dict(self.last_transform) if self.last_transform is not None else None,
"packetsReceived": self.packets_received,
"packetsSent": self.packets_sent,
"packetsBroadcast": self.packets_broadcast,
}
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@@ -0,0 +1,328 @@
from __future__ import annotations
import sys
import time
from typing import Any
from PySide6.QtCore import QObject, QTimer, Signal
from PySide6.QtGui import QCloseEvent
from PySide6.QtWidgets import (
QApplication,
QAbstractItemView,
QGridLayout,
QHBoxLayout,
QHeaderView,
QLabel,
QMainWindow,
QMessageBox,
QPlainTextEdit,
QPushButton,
QTableWidget,
QTableWidgetItem,
QTabWidget,
QVBoxLayout,
QWidget,
)
from server_core import FalloutTogetherServer
REFRESH_INTERVAL_MS = 500
class ServerLogBridge(QObject):
message_received = Signal(str)
class DevServerWindow(QMainWindow):
def __init__(self) -> None:
super().__init__()
self.server = FalloutTogetherServer()
self.log_bridge = ServerLogBridge()
self.log_bridge.message_received.connect(self._append_log)
self.server.add_log_listener(self._handle_server_log)
self.stat_labels: dict[str, QLabel] = {}
self.setWindowTitle("Fallout 4 Together Dev Server")
self.resize(1100, 760)
self.setCentralWidget(self._create_tabs())
self.refresh_timer = QTimer(self)
self.refresh_timer.timeout.connect(self._refresh_server_state)
self.refresh_timer.start(REFRESH_INTERVAL_MS)
self._refresh_server_state()
def closeEvent(self, event: QCloseEvent) -> None:
self.refresh_timer.stop()
self.server.remove_log_listener(self._handle_server_log)
self.server.stop()
event.accept()
def _create_tabs(self) -> QTabWidget:
tabs = QTabWidget()
tabs.addTab(self._create_server_console_tab(), "Server Console")
tabs.addTab(self._create_fake_clients_tab(), "Fake Clients")
return tabs
def _create_server_console_tab(self) -> QWidget:
tab = QWidget()
layout = QVBoxLayout(tab)
layout.addLayout(self._create_stats_layout())
layout.addWidget(QLabel("Console"))
self.console = QPlainTextEdit()
self.console.setReadOnly(True)
layout.addLayout(self._create_server_button_layout())
layout.addWidget(self.console, stretch=2)
layout.addWidget(QLabel("Connected Clients"))
self.clients_table = QTableWidget()
self.clients_table.setColumnCount(9)
self.clients_table.setHorizontalHeaderLabels(
[
"Player ID",
"Address",
"Port",
"Connected for / connected time",
"Last packet time",
"Packets received",
"Packets broadcast",
"Last cellId",
"Last position",
]
)
self.clients_table.setEditTriggers(QAbstractItemView.EditTrigger.NoEditTriggers)
self.clients_table.setSelectionBehavior(QAbstractItemView.SelectionBehavior.SelectRows)
self.clients_table.setSelectionMode(QAbstractItemView.SelectionMode.SingleSelection)
self.clients_table.horizontalHeader().setSectionResizeMode(QHeaderView.ResizeMode.Stretch)
layout.addWidget(self.clients_table, stretch=1)
return tab
def _create_stats_layout(self) -> QGridLayout:
layout = QGridLayout()
stats = [
("status", "Status"),
("host", "Host"),
("port", "Port"),
("uptime", "Uptime"),
("connectedClients", "Connected clients"),
("clientsConnected", "Total clients connected"),
("clientsDisconnected", "Total clients disconnected"),
("packetsReceived", "Packets received"),
("packetsBroadcast", "Packets broadcast"),
]
for index, (key, label_text) in enumerate(stats):
row = index // 3
column = (index % 3) * 2
label = QLabel(f"{label_text}:")
value = QLabel("-")
self.stat_labels[key] = value
layout.addWidget(label, row, column)
layout.addWidget(value, row, column + 1)
return layout
def _create_server_button_layout(self) -> QHBoxLayout:
layout = QHBoxLayout()
self.start_button = QPushButton("Start Server")
self.start_button.clicked.connect(self._start_server)
layout.addWidget(self.start_button)
self.stop_button = QPushButton("Stop Server")
self.stop_button.clicked.connect(self._stop_server)
layout.addWidget(self.stop_button)
self.clear_console_button = QPushButton("Clear Console")
self.clear_console_button.clicked.connect(self.console.clear)
layout.addWidget(self.clear_console_button)
self.copy_console_button = QPushButton("Copy Console")
self.copy_console_button.clicked.connect(self._copy_console)
layout.addWidget(self.copy_console_button)
layout.addStretch()
return layout
def _create_fake_clients_tab(self) -> QWidget:
tab = QWidget()
layout = QVBoxLayout(tab)
button_layout = QHBoxLayout()
self.add_fake_client_button = QPushButton("+ Add Fake Client")
self.add_fake_client_button.clicked.connect(self._show_fake_clients_not_implemented)
button_layout.addWidget(self.add_fake_client_button)
self.remove_fake_client_button = QPushButton("- Remove Selected")
self.remove_fake_client_button.clicked.connect(self._show_fake_clients_not_implemented)
button_layout.addWidget(self.remove_fake_client_button)
button_layout.addStretch()
layout.addLayout(button_layout)
self.fake_clients_table = QTableWidget()
self.fake_clients_table.setColumnCount(6)
self.fake_clients_table.setHorizontalHeaderLabels(
["Name", "Player ID", "Status", "Script", "Cell ID", "Position"]
)
self.fake_clients_table.setEditTriggers(QAbstractItemView.EditTrigger.NoEditTriggers)
self.fake_clients_table.setSelectionBehavior(QAbstractItemView.SelectionBehavior.SelectRows)
self.fake_clients_table.setSelectionMode(QAbstractItemView.SelectionMode.SingleSelection)
self.fake_clients_table.horizontalHeader().setSectionResizeMode(QHeaderView.ResizeMode.Stretch)
layout.addWidget(self.fake_clients_table)
placeholder = [
"Fake Client 1",
"-",
"Not implemented yet",
"None",
"-",
"-",
]
self.fake_clients_table.setRowCount(1)
for column, value in enumerate(placeholder):
self.fake_clients_table.setItem(0, column, self._create_table_item(value))
# TODO: Add a fake client manager that can own multiple test clients.
# TODO: Add movement scripts once fake clients can be spawned safely.
# TODO: Wire add/remove fake client controls without duplicating networking logic.
# TODO: Add script controls for selecting and starting/stopping movement scripts.
return tab
def _start_server(self) -> None:
try:
self.server.start()
except OSError as error:
self._append_log(f"Failed to start server on {self.server.host}:{self.server.port}: {error}")
except RuntimeError as error:
self._append_log(f"Failed to start server: {error}")
self._refresh_server_state()
def _stop_server(self) -> None:
if self.server.is_running():
self.server.stop()
self._append_log("Server stopped.")
self._refresh_server_state()
def _copy_console(self) -> None:
QApplication.clipboard().setText(self.console.toPlainText())
def _show_fake_clients_not_implemented(self) -> None:
QMessageBox.information(
self,
"Fake Clients",
"Fake client spawning is not implemented yet.",
)
def _handle_server_log(self, message: str) -> None:
self.log_bridge.message_received.emit(message)
def _append_log(self, message: str) -> None:
timestamp = time.strftime("%H:%M:%S", time.localtime())
self.console.appendPlainText(f"[{timestamp}] {message}")
def _refresh_server_state(self) -> None:
stats = self.server.get_stats()
clients = self.server.get_clients()
is_running = bool(stats.get("isRunning", False))
self.stat_labels["status"].setText("Running" if is_running else "Stopped")
self.stat_labels["host"].setText(str(stats.get("host", "-")))
self.stat_labels["port"].setText(str(stats.get("port", "-")))
self.stat_labels["uptime"].setText(self._format_duration(float(stats.get("uptimeSeconds", 0.0))))
self.stat_labels["connectedClients"].setText(str(stats.get("connectedClients", 0)))
self.stat_labels["clientsConnected"].setText(str(stats.get("clientsConnected", 0)))
self.stat_labels["clientsDisconnected"].setText(str(stats.get("clientsDisconnected", 0)))
self.stat_labels["packetsReceived"].setText(str(stats.get("packetsReceived", 0)))
self.stat_labels["packetsBroadcast"].setText(str(stats.get("packetsBroadcast", 0)))
self.start_button.setEnabled(not is_running)
self.stop_button.setEnabled(is_running)
self._refresh_clients_table(clients)
def _refresh_clients_table(self, clients: list[dict[str, Any]]) -> None:
self.clients_table.setRowCount(len(clients))
now = time.time()
for row, client in enumerate(clients):
connected_at = self._get_optional_float(client.get("connectedAt"))
last_packet_at = self._get_optional_float(client.get("lastPacketAt"))
last_transform = client.get("lastTransform")
if not isinstance(last_transform, dict):
last_transform = {}
connected_text = "-"
if connected_at is not None:
connected_text = f"{self._format_duration(now - connected_at)} / {self._format_timestamp(connected_at)}"
values = [
client.get("playerId", "-"),
client.get("address", "-"),
client.get("port", "-"),
connected_text,
self._format_timestamp(last_packet_at) if last_packet_at is not None else "-",
client.get("packetsReceived", 0),
client.get("packetsBroadcast", 0),
last_transform.get("cellId", "-"),
self._format_position(last_transform),
]
for column, value in enumerate(values):
self.clients_table.setItem(row, column, self._create_table_item(str(value)))
@staticmethod
def _create_table_item(value: str) -> QTableWidgetItem:
return QTableWidgetItem(value)
@staticmethod
def _get_optional_float(value: Any) -> float | None:
try:
return float(value)
except (TypeError, ValueError):
return None
@staticmethod
def _format_duration(seconds: float) -> str:
total_seconds = max(0, int(seconds))
hours, remainder = divmod(total_seconds, 3600)
minutes, secs = divmod(remainder, 60)
if hours:
return f"{hours:d}:{minutes:02d}:{secs:02d}"
return f"{minutes:d}:{secs:02d}"
@staticmethod
def _format_timestamp(timestamp: float) -> str:
return time.strftime("%H:%M:%S", time.localtime(timestamp))
@staticmethod
def _format_position(transform: dict[str, Any]) -> str:
try:
x = float(transform["x"])
y = float(transform["y"])
z = float(transform["z"])
except (KeyError, TypeError, ValueError):
return "-"
return f"{x:.2f}, {y:.2f}, {z:.2f}"
def main() -> int:
app = QApplication(sys.argv)
window = DevServerWindow()
window.show()
return app.exec()
if __name__ == "__main__":
raise SystemExit(main())
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@@ -0,0 +1 @@
PySide6
+6 -213
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@@ -1,227 +1,20 @@
from __future__ import annotations
import json
import socket
import threading
import time
from dataclasses import dataclass
from typing import Any
HOST = "127.0.0.1"
PORT = 7777
ACCEPT_TIMEOUT_SECONDS = 0.5
clients_lock = threading.Lock()
clients: dict[socket.socket, "Client"] = {}
next_player_id = 1
@dataclass
class Client:
connection: socket.socket
address: tuple[str, int]
player_id: int
@property
def label(self) -> str:
return f"{self.address[0]}:{self.address[1]}"
from server_core import FalloutTogetherServer
def log(message: str) -> None:
print(message, flush=True)
def assign_client(connection: socket.socket, address: tuple[str, int]) -> Client:
global next_player_id
with clients_lock:
# The server owns player IDs so early clients do not need to coordinate
# identity with each other or know anything about remote players yet.
client = Client(connection=connection, address=address, player_id=next_player_id)
next_player_id += 1
clients[connection] = client
return client
def remove_client(client: Client) -> bool:
with clients_lock:
return clients.pop(client.connection, None) is not None
def send_packet(connection: socket.socket, packet: dict[str, Any]) -> None:
encoded = json.dumps(packet, separators=(",", ":")).encode("utf-8") + b"\n"
connection.sendall(encoded)
def disconnect_client(client: Client) -> None:
if not remove_client(client):
return
try:
client.connection.close()
except OSError:
pass
log(f"Client disconnected: {client.label} (player {client.player_id})")
broadcast_disconnect(client)
def handle_client(connection: socket.socket, address: tuple[str, int]) -> None:
client = assign_client(connection, address)
log(f"Client connected: {client.label} (player {client.player_id})")
with connection:
buffer = ""
try:
send_packet(
connection,
{
"type": "welcome",
"playerId": client.player_id,
"serverTime": time.time(),
},
)
while True:
chunk = connection.recv(4096)
if not chunk:
break
buffer += chunk.decode("utf-8", errors="replace")
while "\n" in buffer:
line, buffer = buffer.split("\n", 1)
handle_line(client, line.strip())
except ConnectionResetError:
log(f"Client disconnected unexpectedly: {client.label} (player {client.player_id})")
except OSError as error:
log(f"Client connection error: {client.label} (player {client.player_id}): {error}")
finally:
disconnect_client(client)
def handle_line(client: Client, line: str) -> None:
if not line:
return
try:
packet = json.loads(line)
except json.JSONDecodeError as error:
log(f"Invalid JSON from {client.label}: {error}: {line}")
return
if not isinstance(packet, dict):
log(f"Invalid packet from {client.label}: expected JSON object: {packet}")
return
if packet.get("type") == "transform":
packet["playerId"] = client.player_id
packet["serverTime"] = time.time()
print_packet(client, packet)
if packet.get("type") == "transform":
broadcast_transform(client, packet)
def broadcast_transform(sender: Client, packet: dict[str, Any]) -> None:
with clients_lock:
recipients = [client for client in clients.values() if client.connection != sender.connection]
failed_recipients: list[Client] = []
for recipient in recipients:
try:
# Transforms go to every other client only. The sender already knows
# its own movement; echoing it back would create duplicate local state.
send_packet(recipient.connection, packet)
except OSError:
failed_recipients.append(recipient)
for recipient in failed_recipients:
disconnect_client(recipient)
log(f"Broadcast transform from player {sender.player_id} to {len(recipients) - len(failed_recipients)} other client(s)")
def broadcast_disconnect(disconnected_client: Client) -> None:
packet = {
"type": "disconnect",
"playerId": disconnected_client.player_id,
"serverTime": time.time(),
}
with clients_lock:
recipients = list(clients.values())
failed_recipients: list[Client] = []
for recipient in recipients:
try:
send_packet(recipient.connection, packet)
except OSError:
failed_recipients.append(recipient)
for recipient in failed_recipients:
disconnect_client(recipient)
log(
f"Broadcast disconnect for player {disconnected_client.player_id} "
f"to {len(recipients) - len(failed_recipients)} other client(s)"
)
def print_packet(client: Client, packet: dict[str, Any]) -> None:
if packet.get("type") != "transform":
log(f"Packet from {client.label}: {packet}")
return
try:
x = float(packet["x"])
y = float(packet["y"])
z = float(packet["z"])
angle_z = float(packet["angleZ"])
except (KeyError, TypeError, ValueError):
log(f"Malformed transform packet from {client.label}: {packet}")
return
movement_type = packet.get("movementType", "normal")
extra_fields = []
for field_name in ("playerId", "cellId", "worldspaceId", "clientTime", "serverTime"):
if field_name in packet:
extra_fields.append(f"{field_name}={packet[field_name]}")
extra_details = ""
if extra_fields:
extra_details = ", " + ", ".join(extra_fields)
log(
"Transform from "
f"{client.label}: x={x:.2f}, y={y:.2f}, z={z:.2f}, angleZ={angle_z:.2f}, "
f"movementType={movement_type}{extra_details}"
)
def main() -> None:
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as server_socket:
if hasattr(socket, "SO_EXCLUSIVEADDRUSE"):
server_socket.setsockopt(socket.SOL_SOCKET, socket.SO_EXCLUSIVEADDRUSE, 1)
server_socket.bind((HOST, PORT))
server_socket.listen()
server_socket.settimeout(ACCEPT_TIMEOUT_SECONDS)
server = FalloutTogetherServer()
server.add_log_listener(log)
log(f"Fallout 4 Together local test server listening on {HOST}:{PORT}")
log("Waiting for newline-separated JSON transform packets...")
while True:
try:
connection, address = server_socket.accept()
except socket.timeout:
# Wake periodically so Ctrl+C is handled promptly in Windows terminals.
continue
thread = threading.Thread(target=handle_client, args=(connection, address), daemon=True)
thread.start()
server.serve_forever()
finally:
server.stop()
if __name__ == "__main__":
+381
View File
@@ -0,0 +1,381 @@
from __future__ import annotations
import json
import socket
import threading
import time
from collections.abc import Callable
from typing import Any
from client_session import ClientSession
HOST = "127.0.0.1"
PORT = 7777
ACCEPT_TIMEOUT_SECONDS = 0.5
class FalloutTogetherServer:
def __init__(self, host: str = HOST, port: int = PORT) -> None:
self.host = host
self.port = port
self._lock = threading.RLock()
self._log_lock = threading.RLock()
self._clients: dict[socket.socket, ClientSession] = {}
self._log_listeners: list[Callable[[str], None]] = []
self._server_socket: socket.socket | None = None
self._accept_thread: threading.Thread | None = None
self._running = False
self._started_at: float | None = None
self._next_player_id = 1
self._stats: dict[str, int] = {
"clientsConnected": 0,
"clientsDisconnected": 0,
"packetsReceived": 0,
"packetsSent": 0,
"packetsBroadcast": 0,
"transformPacketsReceived": 0,
"transformPacketsBroadcast": 0,
"disconnectPacketsBroadcast": 0,
}
def start(self) -> None:
with self._lock:
if self._running:
return
self._prepare_server_socket()
self._accept_thread = threading.Thread(target=self._accept_loop, daemon=True)
self._accept_thread.start()
def serve_forever(self) -> None:
with self._lock:
if self._running:
raise RuntimeError("Server is already running.")
self._prepare_server_socket()
self._accept_loop()
def stop(self) -> None:
clients: list[ClientSession]
server_socket: socket.socket | None
with self._lock:
self._running = False
server_socket = self._server_socket
self._server_socket = None
clients = list(self._clients.values())
if server_socket is not None:
try:
server_socket.close()
except OSError:
pass
for client in clients:
self._close_client_socket(client)
accept_thread = self._accept_thread
if accept_thread is not None and accept_thread is not threading.current_thread():
accept_thread.join(timeout=1.0)
def is_running(self) -> bool:
with self._lock:
return self._running
def get_clients(self) -> list[dict[str, Any]]:
with self._lock:
clients = list(self._clients.values())
return [client.to_snapshot() for client in clients]
def get_stats(self) -> dict[str, Any]:
with self._lock:
connected_clients = len(self._clients)
started_at = self._started_at
stats = dict(self._stats)
stats.update(
{
"host": self.host,
"port": self.port,
"isRunning": self._running,
"startedAt": started_at,
"uptimeSeconds": time.time() - started_at if started_at is not None else 0.0,
"connectedClients": connected_clients,
"nextPlayerId": self._next_player_id,
}
)
return stats
def add_log_listener(self, callback: Callable[[str], None]) -> None:
with self._log_lock:
if callback not in self._log_listeners:
self._log_listeners.append(callback)
def remove_log_listener(self, callback: Callable[[str], None]) -> None:
with self._log_lock:
if callback in self._log_listeners:
self._log_listeners.remove(callback)
def _prepare_server_socket(self) -> None:
server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
try:
if hasattr(socket, "SO_EXCLUSIVEADDRUSE"):
server_socket.setsockopt(socket.SOL_SOCKET, socket.SO_EXCLUSIVEADDRUSE, 1)
server_socket.bind((self.host, self.port))
server_socket.listen()
server_socket.settimeout(ACCEPT_TIMEOUT_SECONDS)
except OSError:
server_socket.close()
raise
self._server_socket = server_socket
self._running = True
self._started_at = time.time()
self._log(f"Fallout 4 Together local test server listening on {self.host}:{self.port}")
self._log("Waiting for newline-separated JSON transform packets...")
def _accept_loop(self) -> None:
try:
while self.is_running():
with self._lock:
server_socket = self._server_socket
if server_socket is None:
break
try:
connection, address = server_socket.accept()
except socket.timeout:
# Wake periodically so Ctrl+C is handled promptly in Windows terminals.
continue
except OSError:
if self.is_running():
self._log("Server socket closed unexpectedly.")
break
thread = threading.Thread(target=self._handle_client, args=(connection, address), daemon=True)
thread.start()
finally:
with self._lock:
server_socket = self._server_socket
self._running = False
self._server_socket = None
if server_socket is not None:
try:
server_socket.close()
except OSError:
pass
def _assign_client(self, connection: socket.socket, address: tuple[str, int]) -> ClientSession:
with self._lock:
# The server owns player IDs so early clients do not need to coordinate
# identity with each other or know anything about remote players yet.
client = ClientSession(
connection=connection,
address=address,
player_id=self._next_player_id,
connected_at=time.time(),
)
self._next_player_id += 1
self._clients[connection] = client
self._stats["clientsConnected"] += 1
return client
def _remove_client(self, client: ClientSession) -> bool:
with self._lock:
removed = self._clients.pop(client.connection, None) is not None
if removed:
self._stats["clientsDisconnected"] += 1
return removed
def _handle_client(self, connection: socket.socket, address: tuple[str, int]) -> None:
client = self._assign_client(connection, address)
self._log(f"Client connected: {client.label} (player {client.player_id})")
with connection:
buffer = ""
try:
self._send_packet(
client,
{
"type": "welcome",
"playerId": client.player_id,
"serverTime": time.time(),
},
)
while self.is_running():
chunk = connection.recv(4096)
if not chunk:
break
buffer += chunk.decode("utf-8", errors="replace")
while "\n" in buffer:
line, buffer = buffer.split("\n", 1)
self._handle_line(client, line.strip())
except ConnectionResetError:
self._log(f"Client disconnected unexpectedly: {client.label} (player {client.player_id})")
except OSError as error:
if self.is_running():
self._log(f"Client connection error: {client.label} (player {client.player_id}): {error}")
finally:
self._disconnect_client(client)
def _handle_line(self, client: ClientSession, line: str) -> None:
if not line:
return
received_at = time.time()
client.record_received(received_at)
with self._lock:
self._stats["packetsReceived"] += 1
try:
packet = json.loads(line)
except json.JSONDecodeError as error:
self._log(f"Invalid JSON from {client.label}: {error}: {line}")
return
if not isinstance(packet, dict):
self._log(f"Invalid packet from {client.label}: expected JSON object: {packet}")
return
if packet.get("type") == "transform":
packet["playerId"] = client.player_id
packet["serverTime"] = time.time()
client.record_transform(packet)
with self._lock:
self._stats["transformPacketsReceived"] += 1
self._print_packet(client, packet)
if packet.get("type") == "transform":
self._broadcast_transform(client, packet)
def _send_packet(self, client: ClientSession, packet: dict[str, Any], *, broadcast: bool = False) -> None:
encoded = json.dumps(packet, separators=(",", ":")).encode("utf-8") + b"\n"
client.connection.sendall(encoded)
client.record_sent(broadcast=broadcast)
with self._lock:
self._stats["packetsSent"] += 1
if broadcast:
self._stats["packetsBroadcast"] += 1
def _disconnect_client(self, client: ClientSession) -> None:
if not self._remove_client(client):
return
self._close_client_socket(client)
self._log(f"Client disconnected: {client.label} (player {client.player_id})")
self._broadcast_disconnect(client)
def _close_client_socket(self, client: ClientSession) -> None:
try:
client.connection.close()
except OSError:
pass
def _broadcast_transform(self, sender: ClientSession, packet: dict[str, Any]) -> None:
with self._lock:
recipients = [client for client in self._clients.values() if client.connection != sender.connection]
failed_recipients: list[ClientSession] = []
successful_sends = 0
for recipient in recipients:
try:
# Transforms go to every other client only. The sender already knows
# its own movement; echoing it back would create duplicate local state.
self._send_packet(recipient, packet, broadcast=True)
successful_sends += 1
except OSError:
failed_recipients.append(recipient)
with self._lock:
self._stats["transformPacketsBroadcast"] += successful_sends
for recipient in failed_recipients:
self._disconnect_client(recipient)
self._log(f"Broadcast transform from player {sender.player_id} to {successful_sends} other client(s)")
def _broadcast_disconnect(self, disconnected_client: ClientSession) -> None:
packet = {
"type": "disconnect",
"playerId": disconnected_client.player_id,
"serverTime": time.time(),
}
with self._lock:
recipients = list(self._clients.values())
failed_recipients: list[ClientSession] = []
successful_sends = 0
for recipient in recipients:
try:
self._send_packet(recipient, packet, broadcast=True)
successful_sends += 1
except OSError:
failed_recipients.append(recipient)
with self._lock:
self._stats["disconnectPacketsBroadcast"] += successful_sends
for recipient in failed_recipients:
self._disconnect_client(recipient)
self._log(
f"Broadcast disconnect for player {disconnected_client.player_id} "
f"to {successful_sends} other client(s)"
)
def _print_packet(self, client: ClientSession, packet: dict[str, Any]) -> None:
if packet.get("type") != "transform":
self._log(f"Packet from {client.label}: {packet}")
return
try:
x = float(packet["x"])
y = float(packet["y"])
z = float(packet["z"])
angle_z = float(packet["angleZ"])
except (KeyError, TypeError, ValueError):
self._log(f"Malformed transform packet from {client.label}: {packet}")
return
movement_type = packet.get("movementType", "normal")
extra_fields = []
for field_name in ("playerId", "cellId", "worldspaceId", "clientTime", "serverTime"):
if field_name in packet:
extra_fields.append(f"{field_name}={packet[field_name]}")
extra_details = ""
if extra_fields:
extra_details = ", " + ", ".join(extra_fields)
self._log(
"Transform from "
f"{client.label}: x={x:.2f}, y={y:.2f}, z={z:.2f}, angleZ={angle_z:.2f}, "
f"movementType={movement_type}{extra_details}"
)
def _log(self, message: str) -> None:
with self._log_lock:
listeners = list(self._log_listeners)
for listener in listeners:
try:
listener(message)
except Exception:
# Future UI listeners must not be able to break server networking.
pass