remove username sniffer
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+2
-4
@@ -195,7 +195,7 @@ Type : u8
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| `0x01` | Register | C → S | `Pattern: String` |
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| `0x02` | Unregister | C → S | `Pattern: String` |
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| `0x03` | RegisterAck | S → C | `Pattern: String`, `Status: u8` (0 = ok, 1 = invalid pattern) |
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| `0x04` | ControlRequest | S → C | `CID: Bytes[16]`, `Pattern: String`, `PlayerIP: String`, `PlayerPort: U16`, `Username: String` |
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| `0x04` | ControlRequest | S → C | `CID: Bytes[16]`, `Pattern: String`, `PlayerIP: String`, `PlayerPort: U16` |
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| `0x05` | Ping | C → S | `Nonce: I64` |
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| `0x06` | Pong | S → C | `Nonce: I64` |
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@@ -214,9 +214,7 @@ Type : u8
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can look the pattern up in its own route table. `CID` is 16
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cryptographically-random bytes generated by the hub, unique to that pending
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player. `PlayerIP`/`PlayerPort` are the player's source address (used for
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HAProxy v2). `Username` is the player's name, read best-effort from the Login
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Start packet — present when the client pipelined it with the Handshake (the
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usual case), otherwise an empty string. It is informational (logging) only.
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HAProxy v2).
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* **Ping/Pong**: optional keepalive so idle control sessions survive NAT
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timeouts. The client pings periodically; the hub echoes the nonce.
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