Introduce a puppet vtable hook to preserve networked locomotion Speed and fix proxy cadence. Added F4TProxyPuppet (header + impl) which installs an Actor::Update hook that writes the desired graph Speed and calls UpdateNoAI for proxy actors so the engine does not recompute/zero Speed from controller velocity. Publish active proxy FormIDs and per-proxy desired speeds so the hook targets only proxy actors. Wire animationGraphSpeed through networking: parse/send a new "animationGraphSpeed" field and store it on RemotePlayerState. Proxy animation sync now prefers the authoritative animationGraphSpeed when present, otherwise maps movementSpeed ~1:1 to graph Speed (with sprint floor and clamping). Added graph variables speedSampled/speedDamped alongside Speed and updated snapshot population and diagnostics. Removed character-controller velocity injection (was causing physics/animation conflicts) and adjusted proxy movement logic to rely on graph variables plus kinematic SetPosition. Also: Publish puppet diagnostics from the controller, add sender-side local graph speed read diagnostic, update fake_player to compute and send animationGraphSpeed, and append detailed dev-log entries describing the root cause, diagnostics, and fixes. Build and runtime diagnostics added to verify hook behavior and cadence changes.
63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
#pragma once
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#include <chrono>
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#include <cstdint>
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#include <optional>
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#include <string>
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#include <vector>
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namespace F4T::RemotePlayerState
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{
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// Represents a remote action event captured from another player
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// Used for action replay on proxy actors (combat idles, equipping, etc.)
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struct RemoteActionEvent
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{
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std::uint32_t type{}; // Action type (see ActorMediator::ActorAction enum)
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std::string eventName; // Action event name (e.g., "ActorMovementStart")
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std::vector<float> animationVariablesFloat; // Float variables snapshot (Speed, Direction, etc.)
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std::vector<bool> animationVariablesBool; // Bool variables snapshot (IsSprinting, IsSneaking, etc.)
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std::vector<std::uint32_t> animationVariablesInt; // Int variables snapshot (weapon types, etc.)
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std::uint32_t actorStateFlags1{}; // ActorState.flags1 at action time
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std::uint32_t actorStateFlags2{}; // ActorState.flags2 at action time
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std::chrono::steady_clock::time_point captureTime{};
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};
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struct RemotePlayerState
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{
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std::uint32_t playerId{};
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float x{};
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float y{};
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float z{};
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float angleZ{};
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std::string movementType;
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std::string cellId;
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std::string worldspaceId;
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std::optional<double> clientTime;
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std::optional<double> serverTime;
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bool isMoving{ false };
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bool isSprinting{ false };
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bool isSneaking{ false };
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bool isJumping{ false };
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bool weaponDrawn{ false };
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float movementSpeed{ 0.0F };
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// Authoritative Havok graph Speed from sender when available (>= 0). -1 means unset.
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float animationGraphSpeed{ -1.0F };
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std::chrono::steady_clock::time_point lastReceivedLocalTime{};
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// Phase 2: Actor state and action events (TiltedEvolution alignment)
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std::uint32_t actorStateFlags1{}; // ActorState.flags1 (combat, sneaking, etc.)
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std::uint32_t actorStateFlags2{}; // ActorState.flags2 (additional state flags)
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std::vector<RemoteActionEvent> actionEvents; // Queue of pending action events
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};
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void SetAssignedPlayerId(std::uint32_t a_playerId);
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std::optional<std::uint32_t> GetAssignedPlayerId();
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bool IsAssignedPlayerId(std::uint32_t a_playerId);
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void ClearAssignedPlayerId();
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void UpdateRemotePlayer(RemotePlayerState a_state);
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bool RemoveRemotePlayer(std::uint32_t a_playerId);
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void ClearRemotePlayers();
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std::vector<RemotePlayerState> GetRemotePlayerSnapshot();
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}
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