# BD2 official capture environment plugin This BepInEx plugin is only for the separately extracted official client selected by the repository-root `versions.json`. The SDK embeds the version-locked names table. Build with the game directory; the build generates the readable reference assembly and reobfuscates the plugin automatically: ```powershell dotnet build plugins/CaptureEnvironment/CaptureEnvironment.csproj -c Release ` '-p:GameDir=' ``` Deploy the runtime `BD2CaptureEnvironment.dll` together with the adjacent `BD2.GameNames.dll`. The launcher copies both from the staged build and requires both to exist. The shared library validates the plugin/table version and game binary before game patches are installed. See [the GameSdk guide](../GameSdk/README.md) for the compiler/runtime name contract; the readable shell stays in `obj`. - redirects `Application.persistentDataPath` to `/IsolatedUserData`; - prefixes game `PlayerPrefs` keys with a namespace derived from the configured client version; - keeps account/profile/Neo/Intro and the installed GameData working set in `/IsolatedUserData`; `NetworkManager.GetPachedGameDataPath()` uses the private `Data/t` directory and refuses a linked GameData path; - uses `PluginLocalRes.dll` to read the explicitly supplied, reviewed ServerData/GameData source; SoundData and VideoData are shared static-data junctions, while the versioned Addressables catalog cache remains private; player saves and account data are never linked or copied from the primary client; - uses the official client archive's own `StreamingAssets/aa` bundle store; - captures BD2 API request/response bodies without a proxy or TLS certificate; - captures protobuf requests before encryption and responses after AES decryption; - writes through a bounded asynchronous queue; queue overflow or any writer failure creates `INCOMPLETE.txt`, rejects later packets with an error in the BepInEx log, and prevents a partial capture from looking complete; - drains the writer queue during normal application shutdown; if the drain cannot finish within the shutdown safety deadline, the capture is marked incomplete instead of silently dropping the tail; - omits Cookie/Authorization headers and URL query strings; - skips GET/static resources and bodies larger than 16 MiB. Request and response protobuf records share one correlation ID when the client provides the request path. Batch responses are captured after each item is decrypted. JSONL retains the complete path and type; the human-readable log truncates those two display columns only. Treat a capture containing `INCOMPLETE.txt` as unusable evidence and repeat it. The raw body files may still contain private account data. Do not publish the generated `Capture` directory. This plugin does not redirect the game API and must not be installed together with `BD2LocalIdentity.dll` in the official comparison client. Unity starts writing its default Player log before BepInEx can patch the data path. Always launch through `tools/python/start-official-capture.ps1`; it supplies an explicit isolated `-logFile` path and validates static-data junctions. The launcher requires the official-client directory argument. Pass them explicitly, for example: ```powershell .\tools\python\start-official-capture.ps1 ` -GameDir "" ` -ResourceRoot "" ``` The launcher reads bundle and GameData versions from the repository-root `versions.json`. `-VersionConfig`, `-BundleVersion`, and `-GameDataVersion` remain explicit development overrides. The launcher derives the shared user-data directory for the current Windows account; `-SharedDataDir` overrides it when the game uses another location.