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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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@@ -45,6 +45,7 @@ The frozen oracles in `tests/**/Legacy/` still use the macros verbatim through t
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| `EntityManager` | `ID_REPLICA_MANAGER_CONSTRUCTION`/`SERIALIZE`/`DESTRUCTION` headers written before the components | Replica serialization, out of scope (see below). |
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| `dGame/dBehaviors/*`, the `sBitStream` of skill messages | Behavior bit streams | The skill payload is its own format, carried as bytes inside the skill structs. |
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| `MessageInspector` | Copies the payload bytes of sent/received game messages | A capture tap; the header is read with `NetGameMsg::ReadPacketHeader`. |
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| `PacketCapture`, `RakPeer::Send` hook | Copies whole packets for packet captures ([CaptureReplay.md](CaptureReplay.md)) | A capture tap; reads only the 8 byte LU header, and rewrites packets with secrets through their structs (`PacketDecoder::Redact`). |
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Out of scope: replica/component serialization (`Component::Serialize`) and LDF/AMF, which are separate formats
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with their own tests.
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