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