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feat(capture): replay bundles against a sandbox stack with a headless client
CaptureTool (built next to the servers) replays packet bundles and compares the answers: - replay: per bundle a fresh sandbox folder with copied server binaries, rewritten settings (replay_sandbox=1, a new SQLite file inside the folder, ports from --port on, no dashboard), read back before anything starts; sandbox-setup runs inside it to apply migrations and make the replay account and the bundle's characters (setup mode); master is started, the stack is stopped as one process group and the folder deleted unless kept - with replay_sandbox=1 every server refuses a database that isn't SQLite, isn't inside its own folder, or is replay_live_sqlite_path (Database::Connect); replay-target against a running server needs --i-know-this-is-not-a-sandbox - the fake client splits the recording into connections, logs in and picks the character itself when the recording doesn't, fills in the target's account, session key and IDs, learns server-made object IDs from replica constructions by LOT, follows the recorded timing and waits for the answers a client waits for; the diff pairs answers by name (and constructions by LOT) and ignores fields that differ between runs - import-live converts the 2014 live captures (folders of *_traffic.zip; pcaps and encrypted captures are left alone) into bundles, with secrets removed and CREATE_CHARACTER as setup - anonymise makes local fixtures; docs/CaptureReplay.md describes capture, the bundle format, portability rules, the sandbox and the replay Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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dCaptureTool/Replayer.h
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51
dCaptureTool/Replayer.h
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#pragma once
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#include <cstdint>
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#include <map>
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#include <string>
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#include <vector>
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#include "CaptureBundle.h"
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#include "CaptureTools.h"
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#include "json.hpp"
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/**
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* Replays a bundle's client packets against a server with the fake client (docs/CaptureReplay.md) and compares the
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* server's answers with the recorded ones.
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*
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* The recording is split into connections (each starts with the client's VERSION_CONFIRM). The replay logs in on
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* the target's auth server itself when the recording has no login, and goes through character select itself when
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* the recording starts in a zone. Before a packet goes out, what must differ on the target is filled in: the
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* target account's name and password, the session key the target's auth gave, and the target's IDs for the
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* characters (the bundle's placeholders). Timing follows the recording (sped up, and never more than a few seconds
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* between packets), and the replay waits for the answers a real client waits for (the handshake, the character
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* list, the zone to load, the world to transfer to).
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*/
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namespace Replayer {
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struct Options {
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std::string host{ "127.0.0.1" };
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uint16_t authPort{};
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std::string username;
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std::string password;
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double speed{ 4.0 };
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uint32_t maxGapMs{ 3000 };
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// Bundle placeholder -> the target's ID (the characters the setup made)
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std::map<int64_t, int64_t> ids;
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int64_t character{}; // the target's ID of the bundle's first character (character select picks it)
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};
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struct Result {
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bool loggedIn{};
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size_t connections{}; // recorded connections
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size_t connectionsReached{}; // connections the replay got to
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size_t sent{};
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size_t received{};
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std::string stoppedAt; // why it stopped early, if it did
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std::vector<std::string> notes;
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std::vector<CaptureBundle::Record> actual; // what the target answered, as records
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CaptureTools::DiffReport diff;
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nlohmann::json ToJson() const;
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};
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Result Replay(const CaptureBundle::Bundle& bundle, const Options& options);
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}
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