Add optional movement-state fields (isMoving, isSprinting, isSneaking, isJumping, weaponDrawn, movementSpeed) to transform packets and wire them end-to-end. Plugin changes: extend F4TNetworking API and RemotePlayerState, derive movement speed/jump state on the game-thread, validate values, include fields when formatting transform JSON, and add throttled remote movement-state logging. main.cpp adds sampling, speed/vertical calculations, jump hold logic, and change-detection to avoid extra sends. Networking parsing (F4TNetworking.cpp) reads optional booleans/floats safely, preserves backwards compatibility, and clears movement-state logs on disconnect. Proxy controller includes a TODO note for future animation use. Server and docs: update protocol and packet docs, dev-log, server README, and fake_client.py to parse/display optional fields safely. Also add several .cursor rule files for coding, documentation, protocol, project overview, and testing guidance. This milestone prepares the data model for later animation/behavior work while keeping existing relay behavior unchanged.
Enable game-thread proxy actor movement driven by a copied remote-player snapshot and update related networking/validation, docs, and test client.
- Plugin: add F4T::ProxyActorController::Update() (alias UpdateSafetyTest preserved) and implement remote-state-driven movement for the single placed proxy (F4TProxyRemotePlayer01REF) in F4TTestCell01. Selects lowest available playerId, validates same-cell/worldspace for movement, and caches represented playerId. Adds helper functions (ParseHexFormId, IsRemotePlayerInSameLocation, SelectRemotePlayerToRepresent, MoveProxyToRemotePlayer) and improved throttled logging.
- Networking: tighten transform packet required-field checking (requires type, playerId, x, y, z, angleZ, cellId), add GetMissingRequiredTransformField, make movementType/worldspaceId/clientTime/serverTime optional with sensible defaults, and switch LogThrottledWarning to accept string_view.
- main.cpp: call ProxyActorController::Update on game-thread tasks.
- fake_client.py: mirror new packet validation and provide defaults for optional fields.
- Docs/dev-log/protocol/setup: update architecture, dev log, protocol, and setup notes to describe the single-proxy remote-state milestone, required packet fields, and testing checklist.
This change keeps networking thread limited to parsing/updating plain remote-player state and moves all actor access to the game-thread controller. Dynamic spawning, multiple proxies, and interpolation remain out of scope.
Implement server-side disconnect lifecycle and update client handling. Added disconnect_client and broadcast_disconnect in server.py to remove clients, close sockets, and notify remaining clients with a disconnect packet; broadcast_transform now uses disconnect_client for failed recipients and logs delivery counts. Updated fake_client.py to handle disconnect packets, remove remote players from its in-memory table, and improve logging. Documentation (docs/dev-log.md and server/README.md) updated to record the change and next steps.
Add in-memory remote player state tracking and disconnect handling to fake_client.py: validate and store transform packets by playerId (position, angle, movementType, cellId, worldspaceId, clientTime, serverTime, lastReceivedLocalTime), print readable per-player summaries, and remove players on disconnect packets. Also add warning/log helpers and route packets to the new handlers. Update server/README.md and docs/dev-log.md to document the new behavior, test results, and next steps (clientTime verification and disconnect broadcasting).
Enable transform broadcast testing and time syncing: server now assigns incrementing player IDs, sends a welcome packet with playerId and serverTime, and appends serverTime/playerId to incoming transform packets before broadcasting them to all other connected clients. Added thread-safe client tracking, send_packet helper, client removal on send errors, and improved logging. Plugin now includes a clientTime timestamp in transform packets. Added server/fake_client.py to receive and print welcome and broadcasted transform packets, and updated server README and dev-log with usage and test notes.