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feat(capture): record whole packets of an account, a character or everything on every server
Staff arm a packet capture on the dashboard; master passes MESSAGE_CAPTURE_CONTROL ARM to every world, auth and chat and arms its own. Each server's PacketCapture tap (dServer receive, and a send hook in RakPeer::Send so replica constructions are seen too) records into one preallocated chunk per server and ships sealed chunks through master on the main loop when capture_flush_bytes or capture_flush_interval_ms is reached; past capture_buffer_max_mb the oldest chunks are dropped and the dashboard records a gap. Nothing is armed: one flag check. - targets: an account (from its login; packets before the login are kept per connection and added once auth or the world knows whose they are), a character (from when it is picked), or everything; up to 8 at once (a bit each in the record mask) - worlds and auth record their clients' packets and the master link messages of a captured player (session keys by name, zone transfers by request, player added/removed, migration); chat finds the player in each packet; master records server traffic for everything - secrets are never recorded: structs that carry them (login request, login response user key, world validation session key, session key messages between servers) are read, blanked and written again before recording; auth keeps only the handshake and login - PacketDecoder: a registry by service and message id names every packet and decodes the registered structs; CaptureBundle is the file format (DLUBNDL1, metadata, records); CaptureTools orders records on one timeline, pulls movement out, makes bundles portable or anonymous and diffs replays - the dashboard keeps packet captures in message_capture_sessions (capture_kind 1) and their packets in a file under capture_dir, one write per batch; arming is audited - MESSAGE_CAPTURE_CONTROL/DATA only gain appended enum values and trailing fields Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,5 +1,6 @@
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#include "Profiler.h"
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#include "master/PlayerAction.h"
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#include "PacketCapture.h"
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#include "master/DashboardMessages.h"
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#include <chrono>
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#include <cstdlib>
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@@ -559,10 +560,18 @@ int main(int argc, char** argv) {
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constexpr uint32_t spareCheckTime = 10 * masterFramerate;
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uint32_t framesSinceSpareCheck = 0;
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// Master's own packet captures go straight to the dashboard
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PacketCapture::SetSink([](MessageCaptureData& data) {
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if (dashboardServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS) return false;
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MasterPackets::SendTo(dashboardServerMasterPeerSysAddr, data);
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return true;
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});
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Game::logger->Flush();
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while (!Game::ShouldShutdown()) {
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Profiler::BeginFrame();
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//In world we'd update our other systems here.
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PacketCapture::Update();
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//Check for packets here:
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packet = Game::server->Receive();
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@@ -747,6 +756,8 @@ namespace {
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case ServiceType::DASHBOARD:
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dashboardServerMasterPeerSysAddr = sysAddr;
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g_DashboardConnects++;
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// Its traffic isn't a player's; packet captures leave it out
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PacketCapture::IgnorePeer(sysAddr);
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break;
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case ServiceType::UGC:
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ugcServerMasterPeerSysAddr = sysAddr;
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@@ -1129,6 +1140,20 @@ namespace {
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for (const auto& instance : Game::im->GetInstances()) {
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if (instance && instance->GetIsReady() && !instance->GetIsShuttingDown()) MasterPackets::SendTo(instance->GetSysAddr(), control);
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}
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// Packet captures (ARM, DISARM) run on every server, master included
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if (control.action == eMessageCaptureControl::ARM || control.action == eMessageCaptureControl::DISARM) {
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for (const auto& peer : { authServerMasterPeerSysAddr, chatServerMasterPeerSysAddr }) {
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if (peer != UNASSIGNED_SYSTEM_ADDRESS) MasterPackets::SendTo(peer, control);
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}
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PacketCapture::Control(control);
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}
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}
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// Captured messages and packets: from worlds, and (packet captures) from auth and chat
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void OnMessageCaptureData(const MessageCaptureData& data, const SystemAddress& sysAddr) {
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if (dashboardServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS) return;
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const bool known = Game::im->GetInstanceBySysAddr(sysAddr) || sysAddr == authServerMasterPeerSysAddr || sysAddr == chatServerMasterPeerSysAddr;
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if (known) MasterPackets::SendTo(dashboardServerMasterPeerSysAddr, data);
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}
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void OnRequestServerList(const RequestServerList& request, const SystemAddress& sysAddr) {
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@@ -1168,7 +1193,7 @@ namespace {
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// Only world servers report game writes; pass them on unchanged
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handlers.On<DataChanged>(Master::DATA_CHANGED, ForwardWorldToDashboard<DataChanged>);
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handlers.On<MessageCaptureControl>(Master::MESSAGE_CAPTURE_CONTROL, OnMessageCaptureControl);
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handlers.On<MessageCaptureData>(Master::MESSAGE_CAPTURE_DATA, ForwardWorldToDashboard<MessageCaptureData>);
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handlers.On<MessageCaptureData>(Master::MESSAGE_CAPTURE_DATA, OnMessageCaptureData);
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handlers.On<RequestServerList>(Master::REQUEST_SERVER_LIST, OnRequestServerList);
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handlers.On<ServerTraffic>(Master::SERVER_TRAFFIC, OnServerTraffic);
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handlers.On<ProfileRequest>(Master::PROFILE_REQUEST, OnProfileRequest);
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