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.
129 lines
3.6 KiB
Markdown
129 lines
3.6 KiB
Markdown
# Plugin Setup
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The Fallout 4 Together native plugin is based on `Fallout4Together`.
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## Selected Template
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```text
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Template: Fallout4Together
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Template URL: https://github.com/libxse/Fallout4Together
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Use: Copied into plugin/ as the starting plugin scaffold
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Forked: No
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```
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## Build Target
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```text
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Project Name: Fallout4Together
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Output DLL: Fallout4Together.dll
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Expected Install Path: Data/F4SE/Plugins/Fallout4Together.dll
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```
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## Current Goal
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The current goal is to build the F4SE plugin, confirm it loads through F4SE, and
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verify the local networking prototype against `server/server.py`.
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This means the plugin should be able to:
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* Build successfully
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* Output `Fallout4Together.dll`
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* Be copied into `Data/F4SE/Plugins/`
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* Load when Fallout 4 is launched through F4SE
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* Create or write to a `Fallout4Together.log` file
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* Prefix multiplayer/networking log lines with `[LocalPlayerId=unassigned]` before the server welcome packet and `[LocalPlayerId=N]` after assignment
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* Connect to the local server on `127.0.0.1:7777`
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* Send local transform packets
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* Receive `welcome`, `transform`, and `disconnect` packets
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* Store remote player state internally
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* Move the single placed test proxy actor from remote player state on the game
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thread without dynamically spawning actors
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* Smooth normal proxy movement and snap cell changes, worldspace changes, and
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teleports safely
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## Not Included Yet
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The plugin does not currently include:
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* Dynamic actor spawning
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* Multiple proxy actors
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* Remote player spawning
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* Combat sync
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* Quest sync
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## Required Tools
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The plugin setup is expected to require:
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* Fallout 4 on Steam
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* Fallout 4 Script Extender, F4SE
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* Visual Studio 2022
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* MSVC C++ compiler
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* Windows SDK
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* XMake
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* Git
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## Recommended Folder Layout
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```text
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plugin/
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├─ xmake.lua
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├─ src/
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├─ include/
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├─ external/
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├─ build/
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├─ README.md
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└─ SETUP.md
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```
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## Build Steps
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From the repository root:
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```bash
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cd plugin
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xmake
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xmake build
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```
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If the build succeeds, look for the compiled DLL in the output folder created by XMake.
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## Install Location
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For manual testing, the compiled plugin DLL should eventually be copied to:
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```text
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Fallout 4/Data/F4SE/Plugins/Fallout4Together.dll
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```
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If the `F4SE/Plugins/` folder does not exist inside `Data/`, create it manually.
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## Testing Checklist
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Use this checklist for the first plugin test:
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* [ ] Fallout 4 launches normally without the plugin
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* [ ] Fallout 4 launches through F4SE without the plugin
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* [ ] `Fallout4Together.dll` builds successfully
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* [ ] `Fallout4Together.dll` is copied to `Data/F4SE/Plugins/`
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* [ ] Fallout 4 launches through F4SE with the plugin installed
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* [ ] Game reaches the main menu without crashing
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* [ ] Plugin log file is created
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* [ ] Plugin log confirms that the plugin loaded
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* [ ] Local server is running before gameplay networking tests
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* [ ] Plugin log shows `[LocalPlayerId=unassigned]` before assignment
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* [ ] Plugin log shows `[LocalPlayerId=N] Assigned server playerId: N`
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* [ ] Plugin logs prefixed remote player updates from another connected client
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* [ ] Plugin logs prefixed remote player removal after a disconnect
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* [ ] `Fallout4Together_Test.esp` is enabled
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* [ ] `coc F4TTestCell01` places the local player in the test cell
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* [ ] `F4TProxyRemotePlayer01REF` resolves in the test cell
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* [ ] With two Fallout 4 instances in `F4TTestCell01`, each instance moves its
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local proxy to the other player's networked position
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## Notes
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Remote actor spawning is intentionally not part of the current prototype. The
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receive loop stores plain remote-player state, and the game-thread proxy actor
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controller consumes a copied snapshot to move the one placed test proxy actor.
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