Promote a single runtime-spawned proxy as the preferred active remote-player representation (Stage 3 / 3.7) while preserving the placed reference as a fallback. Updates include: detailed architecture and dev-log additions describing staged diagnostics (3.1–3.7), PlaceAtMe-backed spawn candidate isolation/settle, vanilla/Codsworth diagnostics, console PlaceAtMe testing, near-player visibility holds, and PASS/PARTIAL/FAIL diagnostic outcomes.
Code changes (plugin/include & plugin/src): adjust header comment and implement numerous runtime proxy features and diagnostics: new constants, enums, structs, state variables, logging helpers, position/distance helpers, absolute FormID lookup, runtime actor base selection (custom vs vanilla), PlaceAtMe-backed spawn state machine, debug placement/hold timing, candidate snapshot/isolation, promotion to active runtime proxy, and many throttled/logged diagnostics. The placed CK reference remains the fallback if runtime spawn/validation fails. Docs changed: docs/architecture.md and docs/dev-log.md updated to describe the new Stage 3 behavior and testing notes.
Files changed: docs/architecture.md, docs/dev-log.md, plugin/include/F4TProxyActorController.h, plugin/src/F4TProxyActorController.cpp.
Behavioral notes: single-proxy only (Stage 4 mapping deferred), extensive diagnostic logging added, and in-game validation/testing remains pending.
Introduce a Stage 2 diagnostic that attempts a single runtime spawn of F4T_RemotePlayerProxy in F4TTestCell01 from the game-thread proxy controller. Changes include a new enable flag (kEnableRuntimeProxySpawnDiagnostic), diagnostic offset constant, new diagnostic ObjectRefHandle and boolean state flags, and a TrySpawnRuntimeProxyDiagnostic function that builds NEW_REFR_DATA, calls TESDataHandler::CreateReferenceAtLocation, validates the returned handle/actor/cell, logs a single attempt and success/failure outcome, and intentionally leaves the spawned actor in place. The diagnostic spawn is run before placed-proxy lookup and the spawned reference is skipped during placed proxy scanning so the placed proxy remains the active visual fallback. Updated header comment and documentation (architecture.md and dev-log.md) to describe the new diagnostic behavior and testing notes.
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.
Introduce a game-thread-only ProxyActorController that resolves and moves a placed proxy actor in a test cell for initial visual-control validation. Adds include/F4TProxyActorController.h and plugin/src/F4TProxyActorController.cpp which implement editor ID, base-actor, and fallback-form lookup paths, handle caching, throttled logging, movement throttling, and a simple player-offset teleport. Hooked UpdateSafetyTest into the existing periodic game-thread task in main.cpp. Updated docs/dev-log.md with the 2026-05-31 entry describing the test results and next steps. This is a temporary safety test (uses local player offset) intended to be replaced by real remote-player syncing later.
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.
Add a networking receive loop and in-plugin remote-player storage. Introduces F4TRemotePlayerState (header + implementation) to track assigned playerId and remote player snapshots with thread-safe access. Expands F4TNetworking to start/stop a background receive thread, parse newline-separated JSON packets (welcome, transform, disconnect), validate fields, update remote state, throttle logs, and handle socket/thread synchronization. Add nlohmann_json to xmake and plugin build. Update docs and dev log to reflect the new receive behavior and current prototype scope.
Extend transform packets to carry movement metadata and optional cell/worldspace IDs. Public API updated (SendTransformPacket signature) and implementation now formats movementType, cellId and worldspaceId when present (buffer size increased and formatting safety checks added). Player tracking in main.cpp now computes PlayerLocation, detects cell/worldspace changes and large teleports (threshold 5000), sends immediate updates with movementType="cell_change"/"worldspace_change"/"teleport", and preserves last-sent state. Server logging updated to print movementType and extra fields. Dev log updated with an entry describing these changes.
Introduce a localhost-only networking milestone and a tiny Python test server to verify packet flow from the plugin to an external process. Added F4T::Networking API (include and src) which uses non-blocking Winsock to connect to 127.0.0.1:7777, send JSON newline-separated transform packets, and handle reconnect/backoff and disconnects safely. Plugin changes: call ConnectToLocalServer() at load, register DisconnectFromLocalServer on exit, and send transform packets from main.cpp when logging player movement. Build: xmake updated to include new headers and link ws2_32. Server: server/server.py implements a simple multi-client TCP server that prints parsed transform packets; server/README.md and docs/dev-log.md updated to document the test setup and results. All networking failures are non-fatal so the game continues if the server isn't running.