Files
Commonwealth-Online-Public/protocol/README.md
T
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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Markdown

# 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`](world-state.md)
- Server world state packet (dev GUI weather/time) — see [`server-world-state.md`](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.