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>
This commit is contained in:
Aaron Kimbrell
2026-09-27 08:45:12 -05:00
parent fb6d73e4bd
commit 332bc04ce8
35 changed files with 3207 additions and 15 deletions

79
dNet/PacketDecoder.h Normal file
View File

@@ -0,0 +1,79 @@
#ifndef __PACKETDECODER__H__
#define __PACKETDECODER__H__
#include <cstdint>
#include <functional>
#include <optional>
#include <string>
#include <string_view>
#include "BitStream.h"
#include "dCommonVars.h"
#include "json.hpp"
#include "MessageType/Game.h"
#include "NiPoint3.h"
enum class ServiceType : uint16_t;
/**
* Reads recorded packets (PacketRecord.h) for the dashboard's capture viewer and the capture tool, with the
* server's own packet structs and their Deserialize: a registry keyed by (service, message ID). Every packet gets a
* name (RakNet's own messages, LU packets by their MessageType enum); the ones registered here also get their fields.
* Game messages (WORLD and CLIENT GAME_MSG) are named by MessageType::Game; their fields come from the decoder a
* program that links the game sets with SetGameMessageDecoder (the capture tool does; the dashboard doesn't link
* the game, so it shows their bytes).
*/
namespace PacketDecoder {
struct Decoded {
std::string service; // "WORLD", "CLIENT", ... or "RAKNET" for RakNet's own messages
std::string name; // e.g. "POSITION_UPDATE", "GAME_MSG REQUEST_USE", "ID_REPLICA_MANAGER_CONSTRUCTION"
uint16_t serviceId{};
uint32_t messageId{}; // the LU message ID, or the RakNet message ID
bool lu{}; // an LU packet (8 byte header)
int32_t gameMessageId{ -1 };
LWOOBJID objectId{}; // game messages: the object it is for
std::optional<nlohmann::json> fields; // set when a registered struct read it cleanly
bool failed{}; // a registered struct did not read it
};
// `fromClient`: the packet came from a game client (worlds and auth receiving on their listening peer)
Decoded Decode(std::string_view bytes, bool fromClient);
// The name alone
std::string Name(ServiceType service, uint32_t messageId);
// Where a client's POSITION_UPDATE says the player is; nullopt for any other packet
std::optional<NiPoint3> Position(std::string_view bytes);
using GameMessageFields = std::function<std::optional<nlohmann::json>(MessageType::Game messageId, bool toServer, RakNet::BitStream& payload)>;
void SetGameMessageDecoder(GameMessageFields decoder);
/**
* Secrets never reach a capture: packets whose struct declares secret fields (passwords, session and user keys)
* are read, those fields blanked (strings emptied, keys 0), and written again before they are recorded. Returns
* false when the packet declares secrets but doesn't read cleanly: then it must not be recorded at all.
* Packets without secrets are left as they are.
*/
bool Redact(std::string& bytes);
/**
* For bundles that leave the server: account names are always replaced (portable bundles), and with `anonymise`
* also character names and what players typed (test fixtures). Text is replaced with as many 'x' as it had, so
* the packet keeps its size. Returns true if the packet changed.
*/
bool Scrub(std::string& bytes, bool anonymise);
// Whether a packet's struct declares secret fields (they are blanked when recorded)
bool HasSecrets(ServiceType service, uint32_t messageId);
/**
* Reads a packet with its struct and writes it again. nullopt: no struct for it (or it doesn't read); otherwise
* whether the bytes came back the same (the local fixture tests' byte-equality check).
*/
std::optional<bool> RoundTrip(std::string_view bytes);
// How many (service, message) pairs have typed decoders, for tests
size_t RegisteredCount();
}
#endif //!__PACKETDECODER__H__