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Staff arm a packet capture on the dashboard; master passes MESSAGE_CAPTURE_CONTROL ARM to every world, auth and chat and arms its own. Each server's PacketCapture tap (dServer receive, and a send hook in RakPeer::Send so replica constructions are seen too) records into one preallocated chunk per server and ships sealed chunks through master on the main loop when capture_flush_bytes or capture_flush_interval_ms is reached; past capture_buffer_max_mb the oldest chunks are dropped and the dashboard records a gap. Nothing is armed: one flag check. - targets: an account (from its login; packets before the login are kept per connection and added once auth or the world knows whose they are), a character (from when it is picked), or everything; up to 8 at once (a bit each in the record mask) - worlds and auth record their clients' packets and the master link messages of a captured player (session keys by name, zone transfers by request, player added/removed, migration); chat finds the player in each packet; master records server traffic for everything - secrets are never recorded: structs that carry them (login request, login response user key, world validation session key, session key messages between servers) are read, blanked and written again before recording; auth keeps only the handshake and login - PacketDecoder: a registry by service and message id names every packet and decodes the registered structs; CaptureBundle is the file format (DLUBNDL1, metadata, records); CaptureTools orders records on one timeline, pulls movement out, makes bundles portable or anonymous and diffs replays - the dashboard keeps packet captures in message_capture_sessions (capture_kind 1) and their packets in a file under capture_dir, one write per batch; arming is audited - MESSAGE_CAPTURE_CONTROL/DATA only gain appended enum values and trailing fields Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
38 lines
1.2 KiB
CMake
38 lines
1.2 KiB
CMake
set(DNET_SOURCES "AuthPackets.cpp"
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"CommonPackets.cpp"
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"BitStreamUtils.cpp"
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"ChatPackets.cpp"
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"ClientPackets.cpp"
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"dServer.cpp"
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"MailInfo.cpp"
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"MasterPackets.cpp"
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"PacketCapture.cpp"
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"PacketDecoder.cpp"
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"CaptureTools.cpp"
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"Stamps.cpp"
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"WorldPackets.cpp"
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"WorldRoutePacket.cpp"
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"ZoneInstanceManager.cpp")
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add_library(dNet STATIC ${DNET_SOURCES})
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target_link_libraries(dNet PRIVATE bcrypt MD5 glm::glm)
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target_include_directories(dNet PRIVATE
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"${PROJECT_SOURCE_DIR}/dCommon"
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"${PROJECT_SOURCE_DIR}/dCommon/dEnums"
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"${PROJECT_SOURCE_DIR}/dZoneManager"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables"
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"${PROJECT_SOURCE_DIR}/dGame" # UserManager.h
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"${PROJECT_SOURCE_DIR}/dGame/dComponents"
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager
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"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" # GameMessages.h
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via PossessableComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # via Item.h
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"${PROJECT_SOURCE_DIR}/dScripts" # transitive through components
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)
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