Files
Commonwealth-Online-Public/protocol/README.md
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andrew 4c17e70620 Add serverWorldState packet and GUI controls
Introduce a server-authoritative world-state packet to control weather and time from the dev server GUI. Adds protocol docs and message type (serverWorldState), a new Weather/Time tab in dev_server_app.py, server-side broadcasting in server_core.py, and preset utilities in server/world_state_presets.py. Plugin changes (F4TNetworking.cpp, F4TWorldStateSync.*) queue and apply incoming serverWorldState on the game thread, run `set gamehour` for all clients, and run `fw <8-digit-id>` on the assigned player 1 then force the host to relay a worldState snapshot. Also includes parsing/validation of hex form IDs, logging improvements, and minimal fake client handling. This ensures consistent server-driven time/weather and documents usage and presets.
2026-06-23 23:03:34 +12:00

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Protocol

This folder documents the planned network protocol for Commonwealth Online.

The first protocol should be simple and focused on player transform sync.

First Packet Types

  • Welcome packet
  • Transform packet
  • World state packet (host time and weather) — see world-state.md
  • Server world state packet (dev GUI weather/time) — see server-world-state.md
  • 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.