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feat(capture): read replica constructions, serializations and destructions
ReplicaDecoder mirrors Entity::WriteBaseReplicaData and each component's Serialize, keeps what each network ID is per world instance, and shows the rest as bits when no layout fits. CaptureTool links the game: game messages are decoded (and compared in replays), and decode --cdserver reads replica packets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -23,8 +23,13 @@ namespace CaptureTools {
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// Whether a record went from a game client to a server
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bool FromClient(const PacketRecordHeader& header);
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// One record for the viewer: where it went, its name and, when `fields`, its decoded fields
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nlohmann::json RecordJson(const CaptureBundle::Record& record, size_t index, int64_t startUs, bool fields);
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// One record for the viewer: where it went, its name and, when `fields`, its decoded fields. `replicaFields`: the
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// fields of a replica packet, which only a pass over the capture in order can read (ReplicaDecoder::Session)
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nlohmann::json RecordJson(const CaptureBundle::Record& record, size_t index, int64_t startUs, bool fields,
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const nlohmann::json* replicaFields = nullptr);
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// Tells apart the network IDs of different world instances in one capture
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uint64_t ReplicaConnection(const PacketRecordHeader& header);
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struct Track {
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LWOOBJID characterId{};
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