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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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@@ -1775,6 +1775,33 @@ retention. The **Message capture pruning** task applies them every night (Tasks
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deleted. Messages are stored as the world captured them (bytes plus the fields it decoded), so decoders added to the
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world server later only apply to new captures.
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#### Packet captures
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**Packet captures** (`/inspector/packets`, the **Packet captures** button on the inspector, same permission) record
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whole packets, not only game messages, on every server at once, on one timeline: auth (the handshake and the login),
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chat (friends, teams, whispers), every world (character list, creation and login, zone loading, position updates,
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game messages, replica constructions and serializations, routed chat) and the server-to-server messages that belong to
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the player (session keys, zone transfers, player added and removed, instance migration). Details, the file format,
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limits and the replay are in [CaptureReplay.md](CaptureReplay.md).
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- **Arm** a capture for an **account** (from its next login, or at once if it is online; every character), one
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**character** (from when it is picked in a world) or **everything** (all traffic on all servers; one at a time).
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The picker searches as you type: part of an account or character name, or a pasted account ID or character object
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ID; online ones are marked. Captures run 1 to 15 minutes and stop by themselves; at most 8 run at once. Arming,
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stopping and exporting are audited.
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- Passwords, session keys and user keys are never recorded: the servers blank them before a packet is kept.
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- The viewer plays a capture back: **Play**/**Pause** (space), speed, and a slider to seek; packets appear in order up
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to the playhead. Filter by name or server; click a packet for its decoded fields (from the server's own packet
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structs) and its bytes. Game messages show their names; their fields are decoded by the game message inspector.
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- **World 3D** opens the captured movement in World 3D's replay (needs `players_history`); while the capture page
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plays, its playhead drives World 3D.
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- **Export bundle** downloads a portable bundle for the capture tool's replay; **Export anonymised** also replaces
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character names and chat, for a local test fixture.
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Packet captures are saved like game message captures (same list, same retention settings; a **Packets** badge marks
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them), with their packets in a file under `capture_dir` (default `captures`, next to the dashboard) instead of the
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database. How often servers send what they recorded is set under Settings, **Packet capture**.
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### CDClient browser
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**CDClient Browser** (`dev_cdclient`) is a raw viewer for the game's CDClient database (`resServer/CDServer.sqlite`),
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