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Ability to retrieve client actions/packets #16
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Yes, the mod synthesizes client-bound packets for any actions which it knows the server won't echo back. Server-bound packets are never even recorded because they cannot be played back (converting them to client-bound ones on the fly is significantly more difficult than synthesizing client-bound ones during recording), so there's been no use for them. |
Are those packets listed somewhere? The wiki page mentioned in the readme is not accessible (https://github.com/ReplayMod/ReplayStudio/wiki) Ideally, I would prefer having an option to record server-bound packets (even if unused during the IG replay). As this would make much more sense in my situation. |
I'd suggest against doing anything with ReplayMod. There's a lot of netcode things that you wouldn't be able to emulate with replaymod, such as:
Instead, for JUnit tests, I'd probably dump the raw bytes sent in the packets and then feed it into PacketEvents to call events. This way any client could have their data dumped for JUnit testing. This would include paid clients running in VM's to protect against backdoors. |
I am currently looking at ReplayStudio with the goal of using replays in junit tests for an anti-cheat, the fact that server-bound packets are not recorded make it a bit confusing.
Are self-movement packets automatically converted to their client-bound equivalent? What about including client packets in the API?
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