176 lines
14 KiB
Markdown
176 lines
14 KiB
Markdown
# 🚂 GaCy GO
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<div align="center">
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**Modern, High-Performance Honkai: Star Rail Game Server Emulator in Go**
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Ported from [`GaC-hkrpg-ps`](https://github.com/CAtlas0784/GaC-hkrpg-rust) with protocol references from `PearlSR` & `Currency-War-SR`.
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[English](README_EN.md) | [ภาษาไทย](../README.md)
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</div>
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---
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## 🇬🇧 English
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<div align="center">
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[Documentation](./) • [Getting Started](#-getting-started-on-windows) • [Features & In-Game Systems](#-features--in-game-systems) • [Configuration](#-configuration--anti-hardcoding-policy-agentsmd) • [Credits & Acknowledgments](#-credits--acknowledgments)
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</div>
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Honkai: Star Rail game server emulator implemented in Go, ported from [`GaC-hkrpg-ps`](https://github.com/CAtlas0784/GaC-hkrpg-rust) and referencing [PearlSR](https://git.xeondev.com/HonkaiSlopRail/pearl-sr). It includes the Game Server, SDK/Dispatch Server, and REST API for GaCy-Srtool.
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The project is currently under active development, targeting Client **4.6.53 OS**. Command tables and recent handlers reference PearlSR commit `005d2c12db4781071f4b5b68e8f364587886a710` (see [protocol update documentation](protocol-update.md)). Schema parity does not imply that every in-game feature is fully operational.
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### 🎮 Currency Wars (CW) — In Development
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- **Autochess Simulation Engine**: Ported from [Currency-War-SR by xaodev](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR), implementing encounter generation following supply nodes, difficulty/selection matrix, and mode/chapter/boss EXP progression while maintaining verified battle paths. Full audit details in [CW xaodev handoff](CW-XAODEV-CLAUDE-HANDOFF.md) and [CW route continuation audit](cw-route-continuation-audit.md).
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- **Time Simulation (FakeTime)**: In GaCy-Srtool, use `/faketime status` to view current game time, `/faketime <Unix seconds>` or `/faketime <RFC3339 datetime>` to set simulated time, and `/faketime off` to restore real-time clock. Persisted in `game_clock.state_file` (override with `GAC_GAME_CLOCK_STATE_FILE`). Affects login and heartbeats without altering OS system clocks or network timeouts.
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- **Cyrene Train Login Scene**: Operational via `LoginShow_UP` manifest and bound to animation finish events, rendering the white train, pink-purple sky, petals, and clean logout/re-login transitions. Details in [Login scene notes](login-cyrene-investigation.md).
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- **Emergency Unstuck via GaCy-Srtool**: The **Unstuck** button in the GM Command Console issues `POST /api/client/unstuck`, executing `UIManager.ClearWaitNetPacketFullScreenBlock()` on the next client heartbeat. Safely unfreezes UI blocks without clearing CW saves or fabricating gameplay states.
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- **Roster & Star Merging**: Automatic 3-copy star promotion for duplicate avatars, equipment binding and tracking from Preparation screen, and protagonist spotlight selection policies.
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#### CW Preparation Commands
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- `/cw status`: Display saved round, gold, HP, and player level.
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- `/cw gold <amount>`: Set CW currency (e.g. `/cw gold 1000`).
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- `/cw hp <amount>`: Set current HP within maximum stage allowance.
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- `/cw exp <gain>`: Add EXP and apply captured level/capacity/shop-weight rules.
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- `/cw list role`: List captured RoleID, AvatarID, and supported star ratings.
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- `/cw role <RoleID> <star> [count]`: Add bench roles with automatic star merges; a full bench cancels the entire transaction.
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- `/cw list equip`: List captured equipment IDs.
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- `/cw equip <ItemID> [count]`: Add equipment into the CW inventory bag.
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- `/cw list orb|consumable|forge`: List captured reward and forge IDs.
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- `/cw orb|consumable|forge <ItemID> [count]`: Grant those items during Preparation.
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- `/cw help`: Display full command syntax.
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---
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### ✨ Features & In-Game Systems
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#### Aha's Help
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GaCy-Srtool's Persistent settings include an independent Aha's Help selector. Levels come from `resources/AhaHelpConfig.json`, based on the supplied buff table. `GET /api/aha-help` returns available levels; `POST /api/aha-help` accepts `{"level":1}`, zero to disable, or null to use the existing FreeSR invasion-support setting. The setting is stored atomically in `persistent.aha_help_level`, preserving CW and EX state.
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The selected buff applies at the start of the next battle containing an actual Corruption buff from `BattleRules.json`'s invasion mapping. This includes srtool custom battles with imported Corruption buffs. Official challenges continue to resolve their Corruption from `StageInvasionConfig.json`; reusing a stage ID alone does not inject Corruption into a custom battle. The selected level replaces other Aha support levels; explicit zero removes support for that Corruption battle. Null follows FreeSR's `enable_invasion_support`; the web selector shows whether that legacy switch is enabled. This setting is separate from Aha Global and does not change an ongoing battle. `AHA_HELP` in `server_debug.log` records the corruption and support IDs sent. The table's `BuffLevel` selects the distinct buff ID; the existing protocol buff-level encoding is retained. Progress thresholds are metadata, not an invented dynamic key. Client behavior and animations still require gameplay verification.
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#### Stella Jump, Event Previews & Featured Gacha
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`resources/StellaJumpConfig.json` contains the 16 ChenLing GameBoy cases captured from the current Client. The sandbox exposes each case's challenge packs and saves actual best times/completions under `persistent.stella_jump`. Opening a menu is read-only. Cheats have separate saved flags; their obfuscated request/response names remain tied to the checked-in command revision and require Client verification.
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`resources/ActivityPreviewPolicy.json` selects event-panel prefabs from `PreviewGameplayCatalog.json`. Additional previews are currently withheld: Client logs showed missing reward assets and invalid item lookups in ActiveActivity. Re-enable individual panels only after validating their installed assets, module identity and reward dependencies. Event-specific battles and reward claims remain incomplete.
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Featured gacha candidates come from captured character-banner prefab rows. The current capture has two candidates, but the installed Client could not load the Seele prefab and left the UI transition incomplete. Runtime `AssetMgr.Exists` checks confirmed Standard and Beginner assets, but none of the four captured limited assets. `GachaSandboxPolicy.json` currently exposes only the verified Standard panel for browsing; draws return `RET_GACHA_NOT_SUPPORT` until usable featured assets are verified. An empty verified list rejects entry as well. A table row alone is insufficient evidence of an installed asset; verify the Client bundle before adding a path to that list. The grant implementation returns the pictured character and configured duplicate Eidolon material, preserving rank/EX/Traces; it is not yet verified in the Client. An avatar absent from the imported roster is rejected. The sandbox policy uses free draws and does not reproduce official rates or conversion rules.
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Runtime table captures and current verification limits are recorded in [docs/offline-gameplay-continuation.md](offline-gameplay-continuation.md). Compiling these handlers does not confirm the corresponding Client screens or gameplay.
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#### Freecam & FaceCam Controls
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- `Tab`: Toggle Freecam / FaceCam; Arrow keys: Move camera; Hold Right Mouse Button and move mouse to rotate orientation.
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- `Page Up` / `Page Down`: Raise / lower elevation; `+` / `-`: Increase / decrease camera speed.
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- FaceCam aligns the viewport with the active character's animated head direction and follows transformed battle characters (e.g., Khaslana). Scroll wheel adjusts zoom distance.
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- While Freecam is active in battle, UI click interception is safely suspended via `InControlInputModule.allowMouseInput` and temporary mouse bindings in memory, while keyboard skill activation remains functional.
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---
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### 🚀 Getting Started on Windows
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#### Requirements
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1. Windows with PowerShell and an internet connection for the initial build. The launcher validates the Go toolchain against the minimum version in `go.mod`; if missing or outdated, it prompts to automatically download, verify (SHA-256), and extract the official archive into `launcher.go_install.directory`.
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2. Prepare Client, launcher/proxy, and redirect dispatch to the addresses configured in `server.json`.
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3. For standard binaries, keep data files and the `resources/` folder in the project root. For standalone distribution, binaries under `for ship` bundle embedded runtime resources.
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4. Execute `run.bat` and select the desired menu option:
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| Option | Function |
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| :---: | :--- |
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| `1` or Enter | Build both servers, launch servers, and launch the game client |
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| `2` | Launch both servers from existing `.exe` binaries |
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| `3` | Launch SDK server only |
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| `4` | Launch Game server only |
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| `5` | Launch both servers from existing `.exe` binaries and start Gay Proxy |
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| `6` | Build both `.exe` binaries only |
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| `7` | Exit |
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| `8` or `stop` | Stop all project server processes |
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| `9` or `requirements` | Verify Go toolchain and prompt for automatic installation |
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SDK and Game servers launch in separate visible console windows displaying live logs. The interactive launcher menu closes automatically after 5 seconds while server processes remain running. Use `run.bat stop` or close console windows to terminate.
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---
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### ⚙️ Configuration & Anti-Hardcoding Policy (`AGENTS.md`)
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`AGENTS.md` strictly prohibits hardcoding machine-specific paths, usernames, IP addresses, ports, or game deployment URLs directly into source code or startup scripts.
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Priority Order: **Environment Variables > `server.local.json` > `server.json`**
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- `server.json`: Central shared configuration across launcher, game server, and SDK server.
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- `server.local.json`: Local machine overrides (ignored by Git). Create by copying `server.local.example.json`.
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- `GAC_CONFIG`: Custom config path override.
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| Config Key | Environment Override | Purpose |
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| :--- | :--- | :--- |
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| `account_name` | `GAC_ACCOUNT_NAME` | Username returned in SDK login response and in-game player name |
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| `player_uid` | `GAC_PLAYER_UID` | Player UID (1–4294967295) shared between SDK and Game server |
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| `client_version` | `GAC_CLIENT_VERSION` | Version string displayed in logs and API |
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| `game_host`, `game_port` | `GAC_GAME_HOST`, `GAC_GAME_PORT` | Game server bind host and port |
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| `sdk_host`, `sdk_port` | `GAC_SDK_HOST`, `GAC_SDK_PORT` | SDK server bind host and port |
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| `public_game_host` | `GAC_PUBLIC_GAME_HOST` | Gateway address advertised to the client |
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| `public_sdk_url` | `GAC_PUBLIC_SDK_URL` | Base URL advertised by dispatch |
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| `launcher.client_path` | `GAC_CLIENT_PATH` | Path to game client executable or launcher |
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| `launcher.proxy_path` | `GAC_PROXY_PATH` | Path to proxy executable |
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| `launcher.go_command` | `GAC_GO_COMMAND` | Custom Go executable path |
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---
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### 💖 Credits & Acknowledgments
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`GaCy GO` is built upon the collective research, tools, and pioneering reverse-engineering efforts of the open-source and Star Rail research communities. We extend our sincere gratitude and recognition to the following projects and authors:
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<details open>
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<summary><b>🏛️ Server Architecture & Protocol</b></summary>
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- **PearlSR ([HonkaiSlopRail/pearl-sr](https://git.xeondev.com/HonkaiSlopRail/pearl-sr))**:
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- Reference Go server emulator providing dispatch architecture, gateway connection management, and base packet handler implementations.
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- Upstream opcode and Command ID definitions (`protocol/proto/upstream_cmdids.go`).
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- **LunarCore ([Melledy/LunarCore](https://github.com/Melledy/LunarCore))**:
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- Pioneering Java-based Star Rail game server emulator by Melledy and contributors — the industry-standard reference for battle mechanics, packet definitions, and gacha probability curves.
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- **FreeSR Team**:
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- Foundational player JSON schema specifications (`freesr-data.json`) utilized for loading and persisting player roster and inventory data.
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- **March7thHoney ([Mar7thLover/March7thHoney-OpenSource](https://github.com/Mar7thLover/March7thHoney-OpenSource))**:
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- High-performance C#/.NET server oracle referenced for gacha pull algorithms, pity system math, shop mechanics, and Muip admin protocols.
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- **FFGO ([git.kain.io.vn](https://git.kain.io.vn/))**:
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- Open-source server emulation research and protocol oracle referenced for network workflow transitions, command sequencing, and packet compatibility verification.
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</details>
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<details open>
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<summary><b>🎮 Game Modes & Simulation</b></summary>
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- **Currency-War-SR ([xaodev/Currency-War-SR](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR))**:
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- Partial port imported under the AGPL-3.0 license (retained under `third_party/currency-war-sr`).
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- Core simulation engine for Currency Wars (Grid Fight autochess) 4.6.53.
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- Role/traits matrix, post-supply encounter generation logic, difficulty scaling, and EXP progression rules (`internal/common/currency_wars_xaodev.go`, `internal/gameserver/currency_wars_xaodev.go`, `resources/CurrencyWarsXaodev.json`).
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- **minatoSR ([haltinggoalies/minatoSR](https://github.com/haltinggoalies/minatoSR))**:
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- NPC placement coordinates and stage overrides for all 40 nodes of Challenge Peak / Anomaly Arbitration (AA) in `resources/ChallengePeakSceneOverrides.json`.
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</details>
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<details open>
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<summary><b>📦 Game Data & Tooling</b></summary>
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- **Dimbreath ([DimbreathBot/TurnBasedGameData](https://github.com/DimbreathBot/TurnBasedGameData))**:
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- Master Excel game tables (`ExcelBinOutput`), hash verification digests, and identifier indices for characters, items, relics, and skills in `resources/`.
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- **Prydwen Institute ([Prydwen.gg](https://www.prydwen.gg/star-rail/))**:
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- Character build recommendations, optimal relic main/sub-stats, and tier lists for team composition guidance in `resources/PrydwenRecommendations.json`.
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- **AstralOS ([Ma3-OS/AstralOS](https://gaytea.cod-algieba.ts.net/AstralOS/AstralOS))**:
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- High-performance protocol analysis suite, IL2CPP metadata dumpers, network hook tooling, and reverse-engineering utilities utilized for architectural analysis.
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</details>
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