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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>
8 lines
708 B
CMake
8 lines
708 B
CMake
# The capture tool (docs/CaptureReplay.md): bundles, live capture import, and replays against a sandbox stack
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add_executable(CaptureTool "CaptureTool.cpp" "FakeClient.cpp" "LiveImport.cpp" "Replayer.cpp" "Sandbox.cpp")
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target_include_directories(CaptureTool PRIVATE ${PROJECT_SOURCE_DIR}/dServer)
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target_compile_definitions(CaptureTool PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
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# The game's libraries: game messages are read and compared with the game's own message structs
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target_link_libraries(CaptureTool ${COMMON_LIBRARIES} bcrypt dServer
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dScripts dGameBase dComponents dUtilities dGameMessages dInventory dGame dChatFilter dZoneManager dPhysics Detour Recast tinyxml2 dWorldServer dNavigation)
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