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Adds bounded automatic discovery for an ExitLag-style Npcap Loopback route that appears after rLogs starts capturing.
Polls only the snapshotted, nonzero BPSR process IDs and admits at most one late \Device\NPF_Loopback reader; rLogs does not capture the ExitLag process, read game memory, or inject traffic.
Keeps every initial and late adapter behind one shared game-protocol signature filter, so unrelated loopback traffic cannot leave the capture boundary.
Preserves normal and manual capture behavior: PID 0 never enables probation, an already selected loopback adapter is not duplicated, and all-initial-open failure still reaches the existing dumpcap fallback immediately.
Stops and joins the late-route coordinator on capture stop, confirmed game traffic, finite-session expiry, all-reader termination, or the 30-second probation limit.
Compatibility
Platform: Windows x64
Game deployment: Global
Game build(s): capture transport is build-independent; reviewed protocol pack 24687926 remains required for exact build-sensitive parsing, mechanics, and rDPS semantics
Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
Capture stack: Npcap is required for native loopback admission; existing dumpcap fallback and explicit adapter selection remain supported
Capability status
Available: Automatic late admission of one BPSR-owned Npcap Loopback route during a bounded startup window, with three initial readers plus one reserved late reader and unchanged shared signature filtering.
Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.
Known limitations
ExitLag must expose the redirected BPSR socket through Npcap Loopback while the 30-second probation window is active. Native validation still needs to be performed on an ExitLag Legacy-NDIS setup with Npcap installed.
If the game route appears only after probation ends, select Npcap Loopback explicitly or restart capture after the route exists.
This release does not inspect ExitLag processes, alter routing, inject packets, or use RAM access; it can only consume packets that Npcap makes visible.
Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.