# Message Types This file tracks current and planned message type names for the Commonwealth Online local networking prototype. ## Implemented These message types are currently implemented: ```text welcome transform disconnect ``` Current behavior: - `welcome` is sent by the server after assigning a `playerId`. - `transform` is sent by the Fallout 4 plugin, processed by the server, and broadcast to other connected clients. - `disconnect` is sent by the server when a client disconnects. The Fallout 4 plugin sends transform packets and receives `welcome`, `transform`, and `disconnect` packets. Received transforms are stored as plain remote-player state only. ## Current Receivers The Fallout 4 plugin and `server/fake_client.py` currently receive: ```text welcome transform disconnect ``` The plugin and fake client store broadcast transform packets in in-memory remote player state tables and remove entries when disconnect packets arrive. ## Planned Later These message types are planned but not implemented yet: ```text ping pong chat_message animation_state weapon_fire health_update cell_change actor_spawn actor_remove ``` `cell_change` is currently represented through the `movementType` field inside `transform` packets. It is not its own packet type yet. Remote actor spawning, combat, inventory, quest, settlement, and broader gameplay sync are planned later and are outside the current local prototype. ## Naming Rules Message types should be: - Lowercase - Snake case - Short but clear - Stable once used in test builds