Files
Commonwealth-Online-Public/server/fake_client.py
T
andrew 46b2fa8b9b Move placed proxy from remote-player snapshot
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.
2026-05-31 22:21:39 +12:00

182 lines
5.4 KiB
Python

from __future__ import annotations
import json
import socket
import time
from typing import Any
HOST = "127.0.0.1"
PORT = 7777
remote_players: dict[int, dict[str, Any]] = {}
def log(message: str) -> None:
print(message, flush=True)
def warn(message: str) -> None:
log(f"Warning: {message}")
def update_remote_player_state(packet: dict[str, Any]) -> None:
required_fields = (
"type",
"playerId",
"x",
"y",
"z",
"angleZ",
"cellId",
)
missing_fields = [field_name for field_name in required_fields if field_name not in packet]
if missing_fields:
warn(f"Ignoring transform packet missing required field {missing_fields[0]}: {packet}")
return
try:
player_id = int(packet["playerId"])
x = float(packet["x"])
y = float(packet["y"])
z = float(packet["z"])
angle_z = float(packet["angleZ"])
except (TypeError, ValueError) as error:
warn(f"Ignoring transform packet with invalid numeric fields: {error}: {packet}")
return
remote_players[player_id] = {
"playerId": player_id,
"x": x,
"y": y,
"z": z,
"angleZ": angle_z,
"movementType": packet.get("movementType", "normal"),
"cellId": packet["cellId"],
"worldspaceId": packet.get("worldspaceId", ""),
"clientTime": packet.get("clientTime", 0.0),
"serverTime": packet.get("serverTime", 0.0),
"lastReceivedLocalTime": time.time(),
}
log(f"Updated remote player {player_id}")
print_remote_player(remote_players[player_id])
def print_remote_player(player: dict[str, Any]) -> None:
client_time = player["clientTime"] if player["clientTime"] is not None else "missing from packet"
server_time = player["serverTime"] if player["serverTime"] is not None else "missing from packet"
log(
"\n".join(
[
f"Position: X={player['x']:.2f}, Y={player['y']:.2f}, Z={player['z']:.2f}",
f"AngleZ: {player['angleZ']:.2f}",
f"Movement Type: {player['movementType']}",
f"Cell: {player['cellId']}",
f"Worldspace: {player['worldspaceId']}",
f"Client Time: {client_time}",
f"Last Server Time: {server_time}",
f"Last Received Local Time: {player['lastReceivedLocalTime']}",
]
)
)
def print_remote_players() -> None:
if not remote_players:
log("No remote players currently tracked.")
return
log("Known remote players:")
for player_id in sorted(remote_players):
player = remote_players[player_id]
log(
f"- Player {player_id}: "
f"pos=({player['x']:.2f}, {player['y']:.2f}, {player['z']:.2f}), "
f"angleZ={player['angleZ']:.2f}, movementType={player['movementType']}, "
f"cell={player['cellId']}, worldspace={player['worldspaceId']}, "
f"serverTime={player['serverTime']}"
)
def handle_disconnect_packet(packet: dict[str, Any]) -> None:
player_id = packet.get("playerId")
if player_id is None:
warn(f"Ignoring disconnect packet without playerId: {packet}")
return
try:
player_id = int(player_id)
except (TypeError, ValueError):
warn(f"Ignoring disconnect packet with invalid playerId: {packet}")
return
removed_player = remote_players.pop(player_id, None)
if removed_player is None:
log(f"Received disconnect for unknown remote player {player_id}.")
return
log(f"Removed remote player {player_id} after disconnect.")
print_remote_players()
def handle_packet(packet: dict[str, Any]) -> None:
packet_type = packet.get("type")
if packet_type == "welcome":
log(f"Welcome packet: {packet}")
elif packet_type == "transform":
log(f"Received transform: {packet}")
update_remote_player_state(packet)
elif packet_type == "disconnect":
handle_disconnect_packet(packet)
else:
log(f"Received packet: {packet}")
def handle_line(line: str) -> None:
if not line:
return
try:
packet = json.loads(line)
except json.JSONDecodeError as error:
log(f"Invalid JSON from server: {error}: {line}")
return
if not isinstance(packet, dict):
log(f"Invalid packet from server: expected JSON object: {packet}")
return
handle_packet(packet)
def main() -> None:
# This fake client lets us verify server broadcast behavior before trying to
# run and coordinate a second Fallout 4/F4SE instance.
with socket.create_connection((HOST, PORT)) as connection:
log(f"Connected to Fallout 4 Together server at {HOST}:{PORT}")
buffer = ""
while True:
chunk = connection.recv(4096)
if not chunk:
log("Server disconnected.")
break
buffer += chunk.decode("utf-8", errors="replace")
while "\n" in buffer:
line, buffer = buffer.split("\n", 1)
handle_line(line.strip())
if __name__ == "__main__":
try:
main()
except ConnectionRefusedError:
log(f"Could not connect to Fallout 4 Together server at {HOST}:{PORT}. Is server.py running?")
except KeyboardInterrupt:
log("\nFake client stopped.")
except OSError as error:
log(f"Disconnected from server: {error}")