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Full capture sessions for the client mod - #886

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Full capture sessions for the client mod#886
Swofty-Developments wants to merge 3 commits into
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clientmod-full-capture

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Chunk exports could only be taken as a whole snapshot of everything loaded, written to a
fixed saves directory, and converted to polar one world at a time against a live client
level. Add single-chunk capture, an explicit output path, and a region read-back so a
caller can hold many worlds without keeping their chunk data in memory, and let polar
conversion take a registry access and run a batch of worlds under one minestom init.
Capturing a gamemode meant running several recorders by hand and stitching their output
together afterwards, and none of them survived a world change. Add a single session that
records everything the client observes until it is stopped: every world as its own
segment in anvil and polar form, menus with their items and components, the inventory,
chat, the scoreboard, tab, boss bars, titles, sounds, particles, block changes, entities,
and the player's own clicks and commands, as one json object per line per stream.

Worlds are segmented on server switch, respawn and level change, and are never
overwritten. Chunks are kept as first seen so a segment is the world on arrival, with
later edits arriving as block events, and a transition that lands back in the world it
just left is merged instead of duplicated.
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