blaze-pk 0.4.4

Rust library for blaze packet system
Documentation

⚙️BlazePK

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Rust library for working with the Blaze packet system this is the networking solution used by games such as Mass Effect 3, Battlefield 3, another Other EA games.

This is created for use with the Rust re-write of the PocketRelay (https://github.com/jacobtread/PocketRelay) software.

Working with structs

Creating decodable structs

In order to read the contents of packets you will need to define structs that the Tdf values can be mapped to.

🚩 IMPORTANT 🚩 When defining Tdf structs you must define the tag names in the order in which they appear in the encoded packet. They are decoded by skipping values until the correct tag is reached so placing them in the incorrect order will result in them not being read

All tag names must be defined in uppercase because reading and writing is case sensitive.

Possible Types

When selecting types for packet fields you can only use types which inherit the Codec trait the following table lists the following

Any* = Any Other Mentioned Types

A,B,C = Multiple types accepted

The types u8 - u64 and i8 - i64 are cast to u64 and encoded using the VarInt encoding

VarInt = u8, u16, u32, u64, i8, i16, i32, i64, usize, isize

Type Details
VarInt Encoded using variable length int encoding
String Text encoded will a null terminator
Blob Blob of bytes (wrapps a Vec of u8)
Group Group created with the group!() macro
Vec<String,VarInt,Float,Group> List of values
TdfMap<String,VarInt, Any*> Map of keys to values
TdfOptional<Any*> Tdf value where value could be absent
VarIntList List of variable length integers
(VarInt, VarInt) Pair of two VarInts
(VarInt, VarInt, VarInt) Tuple of three VarInts
f32 Only floating point type supported
bool Booleans are VarInts encoded with Zeros or Ones

Fields are specified with {TAG} {NAME}: {TYPE} where {TAG} is the actual TDF tag (This must be uppercase and must be in the correct order) and {NAME} is the name of the Rust struct field

use blaze_pk::packet;

packet! {
    struct MyPacket {
        TEST test: u32,
        STR string: String,
        BLOB blob: Vec<u8>
    }
}

Creating nested structs

When you need to create a structure that is stored inside a packet struct you need to use the group!() macro so that it can be encoded and decoded. An example of this is the following

🚩 IMPORTANT 🚩 Everything previously mentioned for creating packets also applies to creating groups so keep that in mind when creating them.

use blaze_pk::group;

group! {
    struct MyGroup {
        TEST test: u32,
        STR string: String,
        BLOB blob: Vec<u8>
    }
}

This struct can then be used in your packet struct

use blaze_pk::{packet, group};

group! {
    struct MyGroup {
        TEST test: u32,
        STR string: String,
        BLOB blob: Vec<u8>
    }
}

packet! {
    struct MyPacket {
        TEST test: u32,
        STR string: String,
        MY my_group: MyGroup
    }
}

Creating packets

Definining a component enum

In order to be able to send notify and request packets you will need to have an enum for turning Component and Command names into IDs for this you can use the define_components!() macro

The example usage of this macro is as follows:

use blaze_pk::define_components;

define_components! {
    Authentication (0x0) {
        First (0x1)
        Second (0x2)
        Third (0x3)
    }

    Other (0x1) {
        First (0x1)
        Second (0x2)
        Third (0x3)
    }
}

This will generate an enum named Components which contains mappings to all the

#[derive(Debug, Eq, PartialEq)]
pub enum Components {
    Authentication(Authentication),
    Other(Other)
}

#[derive(Debug, Eq, PartialEq)]
pub enum Authentication {
    First,
    Second,
    Third,
    Unknown(u16),
}

#[derive(Debug, Eq, PartialEq)]
pub enum Other {
    First,
    Second,
    Third,
    Unknown(u16),
}

Creating a packet

Packets can be created with one of the following functions on the Packets struct.

Function Arguments Description
request counter (The request counter for ID's), component (A component line the one created earlier), content (The packet content) Creates a request packet
notify component (A component line the one created earlier), content (The packet content) Creates a notification packet
response packet (The packet to respond to), content (The packet content) Creates a packet that is responding to another packet
error packet (The packet to respond to), error (The error), content (The packet content) Creates an error packet

Each of these functions have a variant suffixed with _empty which is a shortcut function for specifiying one of these packets that has no content.

Notify Example:

This will create a Notify packet for the Authentication component with the First command


use blaze_pk::Packets;

// {Previous Code}

fn create_packet() {
    let my_packet = Packets::notify_empty(components::Authentication::First);
}