Commit Graph
11 Commits
Author SHA1 Message Date
andrew cc4d8aac5a Add Papyrus sync scripts and proxy spawn refactor
Add new Papyrus scripts (CoSync.psc, CoSyncPlayer.psc, CoSyncQuest.psc) providing native bindings and quest/player proxy logic for networking: connection/session APIs, entity management, world/weather/workshop/companion sync, consumable/pipboy/door/power-armor events, and proxy animation/initialization handlers. Refactor the proxy actor controller (F4TProxyActorController.cpp) to support dynamic/runtime proxy spawning and improved lifecycle/visibility handling: change proxy base/form IDs to COPlayerProxy/CommonwealthOnline, add process-list actor lookup, spawn helpers, play-space/cell checks, 3D visibility refresh, ActorHandle usage, and spawn mutexes and globals for safer spawning. Update docs and setup (architecture.md, limitations.md, plugin/setup.md) to describe global dynamic spawn behavior, max runtime proxies (kMaxRuntimeProxyActors = 4), and validation checklist; update launch-two-fallout4.bat to show instance log locations. Misc: small tweaks to logging and debug flags to gate diagnostics.
2026-06-07 20:31:51 +12:00
andrew 8dfec0a4b3 Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
2026-06-07 16:22:50 +12:00
andrewandCursor b9ea0ac8a7 docs: proxy animation investigation conclusive - animations not feasible
Investigation summary:
- Tested velocity-based animation triggering: graph variable writes, animation
  events, character controller velocity manipulation, and Move() API calls
- All approaches failed: animations do not play on SetPosition-backed proxy actors
- Root cause: Fallout 4's animation system requires active AIProcess-driven
  locomotion packages, which are incompatible with networked puppet actors
- Fallout 4's animation system fundamentally ties animation evaluation to the
  character controller's actual velocity AND active AI-driven locomotion state
- PlaceAtMe proxies updated via SetPosition cannot provide either requirement

Proxy actors currently work correctly for:
- Smooth position synchronization
- Heading/rotation updates
- Jump animations (via Z-position)
- Network sync and lifecycle

What remains impossible without deep engine access:
- Walk/run/sneak animation playback
- Animation graph variable manipulation affecting behavior
- Character controller velocity synthesis for puppets

Recommendation: Accept this architectural limitation and provide alternative
visual feedback (particles, glows, state indicators) instead of animations.

Files changed:
- plugin/src/F4TProxyActorController.cpp: Reverted to SetPosition-only approach
- docs/dev-log.md: Added comprehensive investigation summary and conclusions

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 14:33:48 +12:00
andrew a0563a6849 Hold proxy in hidden position when no remote
Add a temporary in-cell holding fallback for the single placed proxy actor when no valid same-cell remote player is available. Introduces kProxyHiddenHoldingPosition, ProxyLifecycleState, RemotePlayerSelection, MoveProxyToHoldingPosition and RestoreProxyForRemotePlayer, plus selection/state-tracking and throttled logs. The controller now moves the proxy to the hidden position on disconnect, disappearance, or cell-mismatch and snaps it back when a valid same-cell remote appears. Documentation and dev log updated to describe the lifecycle and rationale (docs/architecture.md, docs/dev-log.md, protocol/player-sync.md).
2026-06-02 13:59:32 +12:00
andrew 8c09e91534 Add basic movement state to transform packets
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.
2026-06-02 13:27:40 +12:00
andrew 4ebc4a2814 Throttle transform sends and smooth proxy movement
Separate normal transform send cadence from movement logging and improve proxy smoothing. Key changes:

- Polling/send logic (plugin/src/main.cpp): introduced distinct send vs log intervals (100ms send, 1s log), lowered send thresholds (≈3.0 units position, 0.02 rad rotation), renamed/clarified functions, and added special movement types (worldspace_change, cell_change, teleport) that bypass the send gate and are logged immediately. Normal movement targets roughly 10 Hz while moving to avoid packet-per-frame traffic.
- Proxy controller (plugin/src/F4TProxyActorController.cpp): tuned proxy position lerp alpha to 0.15 for smoother motion, renamed movement-interval variables for clarity, and removed the generic per-update movement gate so normal proxy visual updates are applied each game update while only the safety-offset path is throttled.
- Documentation updates (docs/architecture.md, docs/dev-log.md, protocol/player-sync.md): describe the new send/log separation, cadence and thresholds, smoothing behavior, and recorded dev-log about smoothing tests and results.

These changes reduce network noise, produce smoother remote visuals, and keep readable local movement logs while preserving immediate sends for large/categorical movement changes.
2026-06-02 13:01:02 +12:00
andrew 8dbe3117b0 Add position smoothing and movement snapping
Introduce simple position smoothing for normal proxy movement and snap special movements. Adds kProxyPositionLerpAlpha, Lerp/LerpPosition helpers, and ShouldSnapRemoteMovement to lerp proxy position on normal updates while snapping on cell_change, worldspace_change, and teleport. Update MoveProxyToRemotePlayer to use lerp or snap, keep heading snapping (TODO: wrapped angle smoothing), and add throttled/readable logs for smoothing start, first smoothed movement, snaps, and idle-on-cell-mismatch. Minor messaging change on disconnect to leave proxy idle at last position. Update docs (architecture, setup, protocol) and dev log to reflect the new behavior and testing notes; dynamic spawning/multiple proxies remain out of scope.
2026-06-02 12:47:12 +12:00
andrew 46b2fa8b9b Move placed proxy from remote-player snapshot
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.
2026-05-31 22:21:39 +12:00
andrew 62635f4226 Add plugin receive loop & remote player state
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.
2026-05-31 20:10:41 +12:00
andrew d724d7404c Document local networking prototype and protocol
Expand documentation to describe the current local networking prototype and its protocol. Adds a Current Architecture section and Fake Client responsibilities, clarifies that the Fallout 4 plugin currently only sends transforms (no receive loop yet), and documents implemented message types (welcome, transform, disconnect) with packet field descriptions and examples. Update player-sync and packets docs to reflect movementType, server/client timestamps, and the in-memory remote player state model used by server/fake_client.py. Flesh out server/README with run/test flow and implemented behavior. Revise dev-log with milestone entries, testing notes, and an entry template for future updates.
2026-05-31 19:28:58 +12:00
andrew f248b6f99f Files / folder structure added 2026-05-30 18:13:54 +12:00