Every live capture decoded: 83 of 60,659 constructions and 5 of 609,919
serializations now don't read exactly (was about 1 in 10 constructions, and
the decode aborted on text that isn't UTF-8).
- trigger component (header trigger bit): a bit and the trigger ID, last
- BBB component on objects listing component 107 (characters)
- local space info, buff immunities, phantom physics distance, skills in
progress, a choice build's setting
- moving platform: path when dirty, then subcomponents while a 1 bit comes
before one (mover and simple mover)
- pet: names under the dirty bit, on updates too; no item or model component
- models: the plain model block, or the mutable one (behaviors, editing
info) when the config has propertyObjectID or inInventory; the UGC block
is the item's
- zone file variants: markedAsPhantom (phantom physics) and renderDisabled
(no render data)
- compressed LDF: u32 uncompressed and compressed sizes, inflated and shown
as entries
- narrow text that isn't UTF-8 is shown byte by byte, and the capture tool
prints invalid text with replacements instead of aborting
Tests use live byte samples for each.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>