Separate normal transform send cadence from movement logging and improve proxy smoothing. Key changes: - Polling/send logic (plugin/src/main.cpp): introduced distinct send vs log intervals (100ms send, 1s log), lowered send thresholds (≈3.0 units position, 0.02 rad rotation), renamed/clarified functions, and added special movement types (worldspace_change, cell_change, teleport) that bypass the send gate and are logged immediately. Normal movement targets roughly 10 Hz while moving to avoid packet-per-frame traffic. - Proxy controller (plugin/src/F4TProxyActorController.cpp): tuned proxy position lerp alpha to 0.15 for smoother motion, renamed movement-interval variables for clarity, and removed the generic per-update movement gate so normal proxy visual updates are applied each game update while only the safety-offset path is throttled. - Documentation updates (docs/architecture.md, docs/dev-log.md, protocol/player-sync.md): describe the new send/log separation, cadence and thresholds, smoothing behavior, and recorded dev-log about smoothing tests and results. These changes reduce network noise, produce smoother remote visuals, and keep readable local movement logs while preserving immediate sends for large/categorical movement changes.
Protocol
This folder documents the planned network protocol for Fallout 4 Together.
The first protocol should be simple and focused on player transform sync.
First Packet Types
- Welcome packet
- Transform packet
- 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.