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.
Server
This folder is for the external multiplayer test server.
The current server is a tiny local-only TCP test server. It listens on
127.0.0.1:7777, accepts one or more clients, reads newline-separated JSON
packets, assigns incrementing playerId values, sends welcome packets, adds
playerId and serverTime to transform packets, broadcasts transform packets
to every other connected client, and broadcasts disconnect packets when clients
disconnect.
This is still a local prototype. It does not make Fallout 4 multiplayer playable yet.
Run
cd server
python server.py
Then launch Fallout 4 through F4SE and move the player. The plugin should send
local player transform packets, and this server should print matching
transform packets.
If the server is not running, the plugin should log a warning and Fallout 4 should continue launching normally.
Current Test Flow
Terminal 1:
cd server
python server.py
Terminal 2:
cd server
python fake_client.py
Then launch Fallout 4 through F4SE and move the player.
Expected behavior:
- The server assigns a
playerIdto each connected client and sends each client awelcomepacket. - The server receives transforms from the Fallout 4 plugin.
- The server adds
playerIdandserverTimeto each transform packet before broadcast. - The server broadcasts those transform packets to connected clients except the sender.
fake_client.pyreceives broadcast transform packets.fake_client.pystores remote player state byplayerId.- When a client disconnects, the server removes that client and broadcasts a
disconnectpacket with the departedplayerIdto the remaining clients. fake_client.pyremoves disconnected players from its in-memoryremote_playerstable.
The fake client exists so broadcast behavior can be tested before coordinating a second Fallout 4/F4SE instance. It stores remote player transform state only; it does not spawn remote actors or send movement.
Implemented
- Start local server
- Accept client connections
- Assign server-owned player IDs
- Send welcome packets
- Receive transform packets
- Add server timestamps
- Broadcast transforms to other connected clients
- Broadcast disconnect packets
- Handle disconnect cleanup
Working In Fake Client Only
- Receiving welcome packets
- Receiving transform broadcasts
- Storing remote player state
- Removing disconnected remote players
The Fallout 4 plugin does not yet receive remote transforms from the server.
Planned Later
- Fallout 4 plugin receive loop
- Plugin-side remote player state storage
- Remote actor spawning
- Gameplay synchronization
- Authentication
- Public matchmaking
- Anti-cheat
- Persistence
- Quest state
- Settlement state
- Large-scale world simulation