Introduce resolve-fallout4-path.bat to centralize locating the Fallout 4 installation. deploy-all.bat and deploy-ui.bat now call the resolver (accept an optional path arg or prompt interactively), and the chosen path is saved to a local .fallout4-path file (added to .gitignore). Updated docs (docs/dev-log.md, plugin/setup.md) to reflect the new behavior and usage examples. The resolver normalizes game or Data paths, probes common Steam locations, prompts the user when needed, and exports F4_DIR and DATA_DIR for callers.
191 lines
5.8 KiB
Markdown
191 lines
5.8 KiB
Markdown
# Plugin Setup
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The Commonwealth Online 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: CommonwealthOnline
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Output DLL: CommonwealthOnline.dll
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Expected Install Path: Data/F4SE/Plugins/CommonwealthOnline.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 `CommonwealthOnline.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 `CommonwealthOnline.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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## PrismaUI HTML Server Browser
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Commonwealth Online renders an HTML server browser through [PrismaUI_F4](https://github.com/NomadsReach/framework-F4-Conversion), vendored as:
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```text
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ThirdParty/framework-F4-Conversion
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```
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Ultralight SDK setup:
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* Vendored as a git submodule at `ThirdParty/Ultralight-SDK` (tracks the `Windows` branch)
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* Initialize with: `git submodule update --init --recursive ThirdParty/Ultralight-SDK`
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* Override with environment variable: `ULTRALIGHT_SDK_PATH`
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Build PrismaUI_F4:
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```bat
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build-prismaui.bat
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```
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Build and deploy everything:
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```bat
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build.bat
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build-prismaui.bat
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deploy-all.bat
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```
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Or use `build-all.bat` to build and deploy in one step.
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`deploy-all.bat` and `deploy-ui.bat` prompt for your Fallout 4 install folder on first use (or when the saved path is missing). The choice is stored locally in `.fallout4-path` (gitignored). You can still pass a path on the command line:
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```bat
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deploy-all.bat "D:\SteamLibrary\steamapps\common\Fallout 4"
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deploy-ui.bat "D:\SteamLibrary\steamapps\common\Fallout 4\Data"
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```
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`deploy-all.bat` installs:
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* `Data/F4SE/Plugins/PrismaUI_F4.dll`
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* `Data/F4SE/Plugins/CommonwealthOnline.dll`
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* `Data/PrismaUI_F4/libs/*.dll`
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* `Data/PrismaUI_F4/resources/*`
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* `Data/PrismaUI_F4/views/CommonwealthOnline/browser/index.html`
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In-game controls:
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* Main Menu > Multiplayer opens the server browser
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* Press **F9** to toggle the browser
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* Use the server list to browse, filter, and join servers
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* **Local Relay (Dev)** connects to `127.0.0.1:7777` — start `server/server.py` first
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If PrismaUI_F4 is missing, the plugin still loads and networking continues to work; only the HTML UI is skipped.
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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/CommonwealthOnline.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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* [ ] `CommonwealthOnline.dll` builds successfully
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* [ ] `CommonwealthOnline.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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* [ ] `CommonwealthOnline.esp` is enabled (provides `COPlayerProxy` actor base, local FormID `002666`)
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* [ ] With two Fallout 4 instances in the same cell, each instance spawns a dynamic
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proxy at the other player's networked position
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* [ ] Optional regression: `coc F4TTestCell01` with `kEnablePrePlacedProxyPool` enabled
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* [ ] Optional regression: `F4TProxyRemotePlayer01REF` resolves when placed fallback flag is on
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### Global dynamic spawn validation
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* [ ] Two clients in the same vanilla interior (e.g. Sanctuary house) see each other's proxies
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* [ ] Two clients in the Commonwealth exterior in the same loaded area see proxies
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* [ ] Remote player in a different cell: proxy held hidden, not visible
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* [ ] Local player walks into remote player's cell: proxy spawns at remote position
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* [ ] Local player leaves a cell with active proxies: no orphaned actors remain in prior cell
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## Notes
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Remote actors are dynamically spawned at runtime in the local player's current
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cell. The game-thread proxy actor controller consumes a copied remote-player
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snapshot to spawn, move, and hold proxy actors per remote `playerId`.
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