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I found few documents, that describe the replay file, so from those you can figure out what kind of model they are using for commands etc. They have to use some kind of command pattern. That means, that each command issued is capsuled in instance of command (or ICommand ). Thus, if everything in the game happens with those commands, you could just push them ...


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They would include that damage (or the data needed to get to the damage value like the RNG state) in the replay information. Each attack is only a numerical value of the damage value, the id of the attacker and the id of the victim. That is 3 values with a limitation on number of units those IDs could be a single byte each. Crucial information is often RNG ...


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Yes, you'd essentially create a bridge - no wrapper - but that's terminology. The basic idea is to use two network connections. You've got one listen port that will act to the actual game as if it was the actual game server. The bridge will also establish a connection to the real server and pretend to be the actual game client. The rest is pretty ...



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