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InputBooster
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Replay and logs

The R and K replay bindings, what a recording contains, and how the in-memory event log works.

3 min readInputBooster 4.1.2-alphaMinecraft 26.2 / 26.3

Replay is a testing tool, not a macro. It records the actions the mod queued and plays them back, so you can check that a sequence of inputs behaves the same when it is not you pressing the keys.

Using it

KeyAction
RStart or stop recording
KPlay the recording back

The current state is shown with an action-bar message when you toggle recording:

text
InputBooster replay REC
InputBooster replay STOP

Playback does nothing when there is no recording. The log says [Replay] Nothing recorded yet.

What a recording contains

A recording stores the actions the mod queued, not raw hardware presses and not events the drainer later rejected. A replay therefore reproduces exactly what the mod itself would have executed.

Each frame is an action plus the offset in nanoseconds from the start of the recording. Playback replays the offsets, so the timing of the original sequence is preserved.

The rules

It never fights you

While physical input is waiting in the queue, playback holds back and rewinds its clock slightly so it stays in sync. A recording can never be injected on top of a live click.

java
if (InputActionQueue.pendingPhysical() > 0) {
    playStart += elapsed / 100; // rewind slightly to stay in sync
    return;
}

It never runs behind a screen

Playback only advances when the player owns the keyboard. Opening a chest pauses it. Without this, the drainer would clear the queue behind the screen and the recording would silently lose events.

It never double-fires

Replayed events are tagged with Origin.REPLAY. A replayed attack does not tick the hit counter, does not add to the CPS graph and does not play the click sound.

A full queue pauses, it does not skip

If the queue is full when playback tries to submit an event, the index is not advanced. The event is retried on the next tick. After 20 consecutive stalled ticks — about a second — that one event is dropped and counted.

Limits

PropertyValue
Maximum events4000
StorageIn memory only, never written to disk
LifetimeEnds with the session
TruncationRecorded events past the limit are counted, not stored

If a recording hits the limit, stopping it logs:

text
[Replay] Recording stopped early: buffer full, 12 event(s) not stored.

The event log

EventLog is a bounded in-memory list of the last 80 events, each stamped with the wall-clock time to the second.

PropertyValue
Maximum entries80
StorageIn memory, never written to disk
Master switchevent_log

Events it records include:

text
12:41:03 InputBooster initialized
12:41:07 Attack queued
12:41:07 Entity attack fired
12:41:11 Error in input: NullPointerException
12:41:11 Safe Mode disabled module 'input' after repeated errors

Session statistics

The Overview tab shows a 60-second CPS graph built from one-second buckets. The session statistics track:

ValueSource
Session start timeWall clock at construction
UptimeMonotonic clock
Recovered inputsThe recoveredInputs counter
Estimated missed inputsA heuristic from the FPS history
Poller aliveWhether the polling thread is running
CPS history60 one-second buckets