# Player Sync Player synchronization is the first major technical goal for Commonwealth Online. The current implementation is still a local networking prototype. ## Current Implemented Flow ```text Fallout 4 Plugin ↔ Local Python Server ↔ Other Clients ↓ Plugin Remote Player State ``` The Fallout 4 plugin currently reads the local player's transform and sends it to the local Python server. Normal movement sends are throttled separately from local movement logs: while the player is moving, the plugin targets roughly 10 Hz and skips sends until position or rotation changes meaningfully. The server assigns a `playerId`, adds `serverTime`, and broadcasts transform packets to other connected clients. The Fallout 4 plugin also receives server packets on a background networking thread. It stores its assigned `playerId`, stores remote transform state by remote `playerId`, and removes remote state when disconnect packets arrive. `server/fake_client.py` remains a lightweight test receiver for the same packet lifecycle. The plugin's game-thread proxy actor controller reads a copied snapshot of this remote-player state and dynamically spawns/moves runtime proxy actors in the local player's current loaded cell. The networking thread still does not touch Fallout 4 actors or references. If a remote player is not in the same cell/worldspace, the controller holds that player's proxy at a hidden in-cell position instead of leaving it at the last visible location. ## Current Remote Player State Model The plugin and fake client store remote players by `playerId`. Each remote player state entry tracks: ```text playerId x y z angleZ movementType cellId worldspaceId clientTime serverTime isMoving isSprinting isSneaking isJumping weaponDrawn movementSpeed lastReceivedLocalTime ``` Required transform packet fields are `type`, `playerId`, `x`, `y`, `z`, `angleZ`, and `cellId`. `worldspaceId`, `movementType`, `clientTime`, and `serverTime` are optional; interior test cells may omit `worldspaceId`. Movement state fields are also optional and default to not moving, not sprinting, not sneaking, not jumping, weapon holstered, and speed `0.0` when missing. This model proves the data shape and lifecycle before spawning remote actors. For the current visual milestone, the controller represents only one remote player and chooses the lowest available `playerId` if more than one remote player exists. ## Implemented - The plugin sends local player transform packets. - Normal transform sends are independent from movement logging and are thresholded to avoid packet-per-frame traffic. - The plugin receives `welcome` packets and stores its assigned `playerId`. - The plugin receives broadcast transform packets. - The plugin ignores transform packets for its own assigned `playerId`. - The plugin stores remote player state by `playerId`. - The plugin receives `disconnect` packets and removes remote player state. - The server assigns incrementing `playerId` values. - The server sends `welcome` packets. - The server adds `playerId` and `serverTime` to transform packets. - The server broadcasts transform packets to other connected clients. - The fake client stores remote player state by `playerId`. - The server broadcasts `disconnect` packets. - The fake client removes disconnected remote players from its state table. - The plugin moves the single placed test proxy actor from a thread-safe remote-player snapshot on the game-thread update path. - Normal proxy movement is smoothed toward the latest received target, while `cell_change`, `worldspace_change`, and `teleport` transforms snap directly to avoid slow movement across large discontinuities. - The game-thread proxy controller holds the single proxy at a hidden in-cell position when the represented player disconnects, disappears, or leaves the local test cell, then snaps back to a valid same-cell remote player before resuming smoothing. - Transform packets include movement state data (`isMoving`, `movementSpeed`, `isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`). - The game-thread proxy controller applies confirmed Havok animation graph variables to runtime proxy actors from that remote state (locomotion, sneak, jump, weapon drawn). Transform position/heading sync is unchanged. ## Transform Cadence Normal local movement currently uses three separate rates: - Network sends target roughly 10 Hz while the player is moving. - Sends are skipped until position changes by about 3 game units or rotation changes by about 0.02 radians. - Local movement logs stay much slower, around once per second, so `CommonwealthOnline.log` remains readable. `cell_change`, `worldspace_change`, and `teleport` movement types bypass the normal send interval and are sent immediately. The receiving plugin still stores remote transform state on the networking thread and moves actors only from the game-thread proxy controller. Runtime proxy actors are dynamically spawned per remote `playerId` in the local player's current loaded cell (see architecture). Remote players in a different cell are held at a hidden in-cell position until the local player enters their cell. Full animation graph replication is not implemented; only curated graph variable writes drive proxy locomotion visuals. ## Planned Later - Increase concurrent proxy cap beyond four players per client - Cross-cell actor transfer without respawn (if respawn proves insufficient) ## Not Required Yet - Full animation graph sync - Combat sync - Inventory sync - Quest sync - Dialogue sync - Settlement sync - Accurate physics sync - Public networking or matchmaking