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.
Protocol
This folder documents the planned network protocol for Fallout 4 Together.
The first protocol should be simple and focused on player transform sync.
First Packet Types
- Welcome packet
- Transform packet
- 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.