Files
Commonwealth-Online-Public/protocol/README.md
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andrew 99595ef87c Add host-authoritative world-state sync
Implement host-authoritative time/weather sync across server and clients. Adds a new worldState packet (and worldStateHost for host assignment) and server-side host tracking/reassignment to the lowest remaining playerId when the host disconnects. Plugin-side changes introduce F4T::WorldStateSync (new header + implementation), polling/apply hooks in the game-thread main loop, and Networking support to send/receive/parse worldState/worldStateHost packets. The server validates host-only sends, relays worldState to peers, broadcasts worldStateHost on host handoff, and augments logging/stats. Protocol and documentation files updated (protocol/world-state.md, docs/*) and server/fake_client.py extended to track/print host world-state snapshots.
2026-06-22 21:50:59 +12:00

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Protocol

This folder documents the planned network protocol for Commonwealth Online.

The first protocol should be simple and focused on player transform sync.

First Packet Types

  • Welcome packet
  • Transform packet
  • World state packet (host time and weather) — see world-state.md
  • Disconnect packet

Future Packet Types

  • Animation state packet
  • Fire weapon packet
  • Health packet
  • Chat packet
  • Cell change packet

Design Goals

The protocol should be:

  • Simple
  • Easy to debug
  • Versioned
  • Safe to extend
  • Clear enough to test outside Fallout 4

Early Testing

The protocol should be testable using fake clients before being connected to Fallout 4.