so this branch was forked from the old local-bridge thing (ref: bridge_inject_v3.js - dont use that one its messy af)
Main goal was testing LAN injection into bedrock SINGLEplayer worlds by spoofing router handshakes.

How it should work:

    Bedrock treats ALL singleplayer worlds as LAN games (dumb but useful)

    If you sniff the world broadcast and match the join hash faster than the legit player's handshake, you can sneak in with dummy creds

    Then you fake being a creative-mode client and manually map chunks (slow but works)

    Works 90% of the time if firewall is off and UPnP is in "trust everything" mode (which... lets be real, it always is)

Build Stuff:

    Got it running on my junk laptop (Win10, TP-Link Archer C6 router)

    Successfully joined my OWN world as invisible creative ghost. Zero traces in logs.

    Flew around dumping basic block data to .chunklog

WEIRD SHIT THO:
Test #3: World froze COMPLETELY after ~2 minutes.
Not crashed. Not disconnected. Just... stuck.
server.log showed NOTHING. Even after killing the .exe
Reloading the world? Wouldn't even load spawn chunks.
Thought "oh fuck its corrupted" but backups worked fine???

Router logs showed a tiny traffic blip at freeze time but nothing crazy.
Tried same setup in VM later and it WOULDNT EVEN SEE the world port.
Flushed DNS/ARP like a madman. No change.

Conclusion:
Archiving this version. Might be some bullshit in how Bedrock handles session hashes after 1.18.30.
OR maybe the world was just pissed I was there. idk.
