Add decoding for Monopoly reward keys and switch reward metadata to be looked up by decoded id. Implement decode_reward_key() and infer_reward_type(); replace the previous raw-key KNOWN_REWARDS approach with REWARDS_BY_ID built from mappings/*.json. Add mappings/items.json and expand mappings/arcs.json. Update decoder to produce reward_id, use REWARDS_BY_ID, and change guess_quantity() to accept reward_id. Refactor pool_mappings to reuse the new mapping loader, and update tests and docs to validate mapping files and document the reward key encoding/behavior.
17 lines
1 KiB
Markdown
17 lines
1 KiB
Markdown
# Limitations
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This is a prototype and supports `Lottery_Permanent`, `Lottery_LimitedCharacter`, and `Arc_MiracleBox`.
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Known limitations:
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- Other NTE banners are not implemented yet.
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- The game appears not to provide a unique server-side roll ID in the decoded record body.
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- UIDs are generated deterministically from decoded fields and timestamp-group order.
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- Boundary timestamp groups may be skipped to avoid exporting unstable data.
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- Page gaps are ignored outside the longest continuous run and reported as warnings.
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- Live capture currently uses Windows raw sockets and requires administrator permission.
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- The file adapter reads mitmproxy `.flows` captures for research and testing.
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- The more stable and reliable Npcap/libpcap capture is not implemented yet.
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- Reward keys decode to their reward id string, so unknown rewards still export a usable `reward_id`; display names/ranks come from the mapping JSON files and should be expanded as new rewards appear.
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Privacy guardrail: raw packet data must not be included in sanitized exports.
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