Enable game-thread proxy actor movement driven by a copied remote-player snapshot and update related networking/validation, docs, and test client. - Plugin: add F4T::ProxyActorController::Update() (alias UpdateSafetyTest preserved) and implement remote-state-driven movement for the single placed proxy (F4TProxyRemotePlayer01REF) in F4TTestCell01. Selects lowest available playerId, validates same-cell/worldspace for movement, and caches represented playerId. Adds helper functions (ParseHexFormId, IsRemotePlayerInSameLocation, SelectRemotePlayerToRepresent, MoveProxyToRemotePlayer) and improved throttled logging. - Networking: tighten transform packet required-field checking (requires type, playerId, x, y, z, angleZ, cellId), add GetMissingRequiredTransformField, make movementType/worldspaceId/clientTime/serverTime optional with sensible defaults, and switch LogThrottledWarning to accept string_view. - main.cpp: call ProxyActorController::Update on game-thread tasks. - fake_client.py: mirror new packet validation and provide defaults for optional fields. - Docs/dev-log/protocol/setup: update architecture, dev log, protocol, and setup notes to describe the single-proxy remote-state milestone, required packet fields, and testing checklist. This change keeps networking thread limited to parsing/updating plain remote-player state and moves all actor access to the game-thread controller. Dynamic spawning, multiple proxies, and interpolation remain out of scope.
Fallout4Together Plugin
This is the native Fallout4Together plugin using CommonLibF4.
Requirements
- XMake [3.0.0+]
- C++23 Compiler (MSVC or Clang-CL)
Getting Started
git clone --recurse-submodules https://github.com/libxse/Fallout4Together
cd Fallout4Together
Build
To build the project, run the following command:
xmake build
Note: This will generate a
build/windows/directory in the project's root directory with the build output.
Build Output (Optional)
If you want to redirect the build output, set one of the following environment variables:
-
Path to a Mod Manager mods folder:
XSE_FO4_MODS_PATHor
-
Path to a Fallout 4 install folder:
XSE_FO4_GAME_PATH
Project Generation (Optional)
If you use Visual Studio, run the following command:
xmake project -k vsxmake
Note: This will generate a
vsxmakeXXXX/directory in the project's root directory using the latest version of Visual Studio installed on the system.
Alternatively, if you do not use Visual Studio, you can generate a compile_commands.json file for use with a laguage server like clangd in any code editor that supports it, like vscode:
xmake project -k compile_commands
Note: You must have a language server extension installed to make use of this file. I recommend
clangd. Do not have more than one installed at a time as they will conflict with each other. I also recommend installing thexmakeextension if available to make building the project easier.
Upgrading Packages (Optional)
If you want to upgrade the project's dependencies, run the following commands:
xmake repo --update
xmake require --upgrade
Documentation
Please refer to the Wiki for more advanced topics.