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Commonwealth-Online-Public/protocol/packets.md
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andrew 62635f4226 Add plugin receive loop & remote player state
Add a networking receive loop and in-plugin remote-player storage. Introduces F4TRemotePlayerState (header + implementation) to track assigned playerId and remote player snapshots with thread-safe access. Expands F4TNetworking to start/stop a background receive thread, parse newline-separated JSON packets (welcome, transform, disconnect), validate fields, update remote state, throttle logs, and handle socket/thread synchronization. Add nlohmann_json to xmake and plugin build. Update docs and dev log to reflect the new receive behavior and current prototype scope.
2026-05-31 20:10:41 +12:00

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# Packet Types
This document describes the currently implemented local prototype packet types
for Fallout 4 Together.
The current protocol is newline-separated JSON over a local TCP connection to
`127.0.0.1:7777`.
Implemented packet types:
- `welcome`
- `transform`
- `disconnect`
The current system is still a local networking prototype. It is not playable
multiplayer yet.
## Implemented
### Welcome Packet
Sent from the server to a newly connected client after the server assigns a
`playerId`.
Example:
```json
{
"type": "welcome",
"playerId": 1,
"serverTime": 1780212098.457079
}
```
Fields:
```text
type Packet type. Always "welcome".
playerId Server-assigned player ID for this connection.
serverTime Server timestamp when the welcome packet was created.
```
The Fallout 4 plugin and `server/fake_client.py` receive this packet. The plugin
stores the assigned `playerId` for filtering its own future transform echoes.
### Transform Packet
Sent by the Fallout 4 plugin to the local server when the local player's
transform changes. The server adds `playerId` and `serverTime`, then broadcasts
the processed packet to other connected clients.
Example after server processing:
```json
{
"type": "transform",
"playerId": 2,
"x": -81781.26,
"y": 87962.61,
"z": 7696.05,
"angleZ": 3.20,
"movementType": "normal",
"cellId": "0000DD60",
"worldspaceId": "0000003C",
"clientTime": 1780212128.301,
"serverTime": 1780212128.3011043
}
```
Fields:
```text
type Packet type. Always "transform".
playerId Server-assigned player ID for the sender.
x Local player X position.
y Local player Y position.
z Local player Z position.
angleZ Local player Z rotation angle.
movementType Movement classification for this transform update.
cellId Current cell form ID as a string.
worldspaceId Current worldspace form ID as a string.
clientTime Timestamp generated by the sending plugin.
serverTime Timestamp added by the server before broadcast.
```
Possible `movementType` values:
```text
normal
cell_change
worldspace_change
teleport
```
`cell_change` and `worldspace_change` are currently represented through
`movementType` inside transform packets. They are not separate packet types yet.
### Disconnect Packet
Sent by the server to remaining connected clients when a client disconnects.
Example:
```json
{
"type": "disconnect",
"playerId": 2,
"serverTime": 1780212134.0
}
```
Fields:
```text
type Packet type. Always "disconnect".
playerId Server-assigned player ID that disconnected.
serverTime Server timestamp when the disconnect packet was created.
```
The Fallout 4 plugin and `server/fake_client.py` use this packet to remove
remote players from their in-memory state tables.
## Receiver Behavior
The Fallout 4 plugin and fake client both receive:
```text
welcome
transform
disconnect
```
The plugin receive loop runs on a background networking thread. It stores plain
remote-player state only and does not spawn actors or touch Fallout 4 game
objects.
## Planned Later
- Remote actor spawning.
- Gameplay synchronization.