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.
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.
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.
Replace CommonLibF4 template identity with Fallout4Together across README, setup and xmake; update developer log with build/test entries. Implement player transform tracking in src: add PlayerTransform struct, change detection (position + wrapped Z rotation), throttling (minimum interval), and logging to Fallout4Together.log. Wire up F4SE messaging listener and a permanent task to poll on the game thread; include <chrono> and update startup log message. Add warnings for missing task/messaging interfaces and when player reference is unavailable.