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>
- the expected answers pointed into a copy of the records that was gone by the diff
- the client's recorded connect and disconnect messages are RakNet's, not sent again
- a recorded move to another world is waited for as long as a zone takes to start
- the handshake sends the client net version; reports are written after every bundle
- a crash or Ctrl-C of the tool stops the sandbox stack too
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>