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Commonwealth-Online-Public/docs/protocol.md
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andrew 8dfec0a4b3 Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
2026-06-07 16:22:50 +12:00

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Protocol Overview

The Commonwealth Online protocol defines the messages sent between Fallout 4 clients and the external server.

Early versions should stay simple and easy to debug.

Early Design

The first version can use human-readable packets during testing.

Long-term versions may move to a binary protocol if performance becomes a problem.

First Required Messages

  • welcome
  • transform
  • disconnect
  • ping
  • pong

Main Rule

The protocol should be testable outside Fallout 4 before it is used inside the F4SE plugin.