11 KiB
Server
This folder is for the external multiplayer test server.
The current server is a TCP relay test server. It listens on
0.0.0.0:7777 (all network interfaces), 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.
The server also listens on UDP port 7778 for LAN discovery probes. Clients
can send a discover packet (see docs/protocol.md) and receive a
discoverResponse with the game port and current player count.
Transform packets may include optional movement-state fields such as
isMoving, isSprinting, isSneaking, isJumping, isCrouching, weaponDrawn, and
movementSpeed. The server preserves these fields automatically because it
broadcasts the original transform packet after adding server-owned fields.
This is still a local prototype. It does not make Fallout 4 multiplayer playable yet.
Run
Terminal server:
cd server
python server.py
Developer GUI server:
cd server
pip install -r requirements.txt
python dev_server_app.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.
Network access
The server binds to 0.0.0.0, so it accepts connections on every network
interface on this PC.
- Same machine: connect clients to
127.0.0.1:7777. - Other devices on your LAN: use the host PC's LAN IP and port, for example
192.168.1.50:7777. The server logs detected LAN addresses on startup. - Outside your network: forward TCP port
7777on your router to the host PC, then give remote players your public IP (or hostname) and port.
You may need to allow inbound TCP 7777 and UDP 7778 through Windows Firewall on the host PC.
In the developer GUI, the Fake Clients tab can create simple synthetic TCP
clients for local relay testing. Click Start Server, then click
+ Add Fake Client. Each fake client connects to 127.0.0.1:7777, receives a
server-assigned playerId, appears in both GUI client tables, and sends one
idle transform per second for F4TTestCell01.
Select a fake client row to use the movement controls:
Set Idle: returns the selected fake client to idle mode. It keeps its current position, sends non-moving transforms once per second, and reportsmovementSpeed=0.0.Walk To Player: makes the selected fake client walk in a straight line toward the lowest connected real client with a valid transform snapshot. The target point is offset by +150 units on X so the fake client does not stand inside the real player. While moving, it sends normal transform packets at about 10 Hz withisMoving=true; when it reaches the stop distance, it returns to low-rate idle keep-alive transforms.Walk Circle: makes the selected fake client move continuously around a simple circle inF4TTestCell01, sending normal moving transforms at about 10 Hz.Jump Once: sends a short normal-movement jump arc withisJumping=true, then restores the fake client's ground Z and resumes the current script.Toggle Sneak: toggles the fake client's persistentisSneakingflag. It does not move the fake client by itself.Leave Cell: sends acell_changetransform to fake cellDEADBEEFand keeps the fake client connected in a low-rateLeft Cellmode.Return To Cell: sends acell_changetransform back to0B000F99, restoresworldspaceId="", and returns the fake client toIdle.Teleport Test: sends onemovementType=teleporttransform to a deterministic test-cell offset, then returns the fake client toIdle.
These controls are developer test tooling only. They do not change the network protocol, server relay behavior, or Fallout 4 plugin behavior.
If the server is not running, the plugin should log a warning and Fallout 4 should continue launching normally.
Structure
server.py: thin terminal launcher for the local test server.server_core.py: reusableFalloutTogetherServercore for networking, lifecycle control, packet relay, stats, client snapshots, and log callbacks.client_session.py:ClientSessionstate model for connected clients.dev_server_app.py: PySide6 developer GUI that starts/stops the reusable server core, displays logs, shows live stats, and lists connected clients.fake_player.py: GUI fake-player test tooling. It owns background synthetic TCP clients that connect through the normal server socket, send transform packets, and run simple dev movement scripts such as Idle and Walk To Player.fake_client.py: lightweight receiver for testing welcome, transform, and disconnect packets without launching a second Fallout 4 instance.requirements.txt: optional Python dependencies for the desktop developer GUI.
The reusable server core exposes methods intended for a future desktop dev server UI:
start()serve_forever()stop()is_running()get_clients()get_stats()add_log_listener()remove_log_listener()
get_clients() and get_stats() return snapshot dictionaries, not live
internal server state. Log listeners receive the same useful console messages
that the terminal launcher prints today.
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.
Alternative GUI flow:
cd server
pip install -r requirements.txt
python dev_server_app.py
Click Start Server, then run python fake_client.py or launch Fallout 4
through F4SE. You can also click + Add Fake Client to create a GUI-managed
synthetic client that sends an idle transform once per second. Select a fake
client row and click Set Idle, Walk To Player, Walk Circle, Jump Once,
Toggle Sneak, Leave Cell, Return To Cell, or Teleport Test to control
its dev script/action. Click - Remove Selected to disconnect it cleanly.
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 preserves optional movement-state fields on transform packets.
- 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.- GUI fake clients connect as ordinary external TCP clients, receive a
welcomepacket, store their assignedplayerId, and send idle transforms for cell0B000F99. - GUI fake clients can be switched between
IdleandWalk To Playerscripts from the Fake Clients tab. - GUI fake clients can also run
Walk Circle,Left Cell, and one-shot jump, sneak toggle, return-to-cell, and teleport test actions from the Fake Clients tab. - Walk To Player uses
FalloutTogetherServer.get_clients()snapshots to find the lowest non-fake client with a valid last transform, then walks gradually toward that player with a simple straight-line movement test. - 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.
Validation
From inside this folder:
python -m py_compile server.py server_core.py client_session.py fake_client.py dev_server_app.py fake_player.py
Then run the terminal server:
python server.py
In another terminal, run:
python fake_client.py
To validate the developer GUI instead of the terminal launcher:
pip install -r requirements.txt
python dev_server_app.py
Click Start Server, then connect fake_client.py or the Fallout 4 plugin.
To validate GUI fake clients, click + Add Fake Client and confirm the fake
client appears in the Fake Clients table and Connected Clients table with an
assigned player ID. Select the fake client, click each Fake Clients action, and
confirm the Script, Cell ID, Position, and console log output update as expected.
Click Walk To Player with no real Fallout 4 client connected and confirm the
GUI logs that no real player target is available. Click - Remove Selected and
confirm it disconnects.
For in-game validation, launch Fallout 4 through F4SE and confirm the plugin
connects, receives a welcome packet, sends transforms, and receives relayed
remote transforms or disconnect packets when another client is connected. In
F4TTestCell01, select a GUI fake client and click Walk To Player; the fake
client should walk smoothly toward the real player's latest transform offset and
then stop near that offset. Test Walk Circle, Jump Once, Toggle Sneak,
Leave Cell, Return To Cell, and Teleport Test while watching the proxy to
confirm movement, jump/sneak state, cell mismatch holding, return, and teleport
snap behavior.
Implemented
- Start local server
- Accept client connections
- Assign server-owned player IDs
- Send welcome packets
- Receive transform packets
- Add server timestamps
- Preserve optional transform fields
- Broadcast transforms to other connected clients
- Broadcast disconnect packets
- Handle disconnect cleanup
- Reusable server core with thread-safe client/stat snapshots
- Log callbacks for future server console UI
- PySide6 developer server GUI with live logs, stats, connected-client table, and a Fake Clients tab that can spawn idle synthetic TCP clients
- GUI-managed fake clients that receive welcome packets and send idle transforms
- Fake Clients tab movement controls for
Set IdleandWalk To Player - GUI-managed fake clients that can walk gradually toward a real Fallout 4 client using normal transform packets
- Fake Clients tab dev scripts/actions for
Jump Once,Toggle Sneak,Walk Circle,Leave Cell,Return To Cell, andTeleport Test
Working In Fake Client Only
- Receiving welcome packets
- Receiving transform broadcasts
- Storing remote player state
- Removing disconnected remote players
Planned Later
- Additional fake client scripts such as Walk Square, Follow Player, Sprint Toggle, Weapon Drawn Toggle, Disconnect After Delay, and multi-fake-player choreography
- Gameplay synchronization
- Authentication
- Public matchmaking
- Anti-cheat
- Persistence
- Quest state
- Settlement state
- Large-scale world simulation