1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701
//! # Parsing //! //! A Rocket League replay is a binary file that is little endian encoded. What follows below is a //! detailed account of the Rocket League replay format. //! //! A replay is split into three major sections, a header, body, and footer. //! //! ## Header //! //! - First 32 bits: the number of bytes that comprises the header data //! - Second 32 bits: the [cyclic redundancy check //! (CRC)](https://en.wikipedia.org/wiki/Cyclic_redundancy_check) (the checksum to ensure the //! replay isn't corrupt). It should be unsigned. //! - Now we arrive at the header data //! - Third 32 bits: the replay major version (it'll be something like 868) //! - Fourth 32 bits: the replay minor version (it'll be something like 20) //! - Fifth 32 bits: the replay network version (very old replays won't have this, you'll need //! to check that the major _version > 865 and minor_version > 17. //! //! Now we get to where the game type is encoded as a string. Below is the formula for decoding a //! string. //! //! - The size of text as a 32bit integer //! - If the size is positive, we're dealing with a windows-1252 encoding, so we don't need to do //! anything to get the number of bytes that the string consumes (as windows-1252 is a 8bit //! encoding). //! - If the size is negative, the string is encoded with UTF-16, so multiply it by -2 to get the //! number of bytes needed to read the string. //! - Consume the number of bytes determined, but drop the last letter (1 byte for windows-1252, 2 //! for UTF-16) as this will be a null character which we don't want. //! //! ### Header Properties //! //! The properties is where all the good nuggets of info reside (goals, player stats, etc). //! Visualize the properties as a map of key-value pairs. The format is to: //! //! - Read string. This will be the key //! - If the key is "None" we're done with given key value pair //! - Read string to determine the value type //! - Skip next 8 bytes (there's debate about what this means, but it doesn't matter) //! - Decode the value based on the value type: //! - "BoolProperty": read byte. Does it equal 1? //! - "ByteProperty": read two strings (unless the first seen is related to steam / ps4) //! - "FloatProperty": little endian encoded 32bit float //! - "IntProperty": 32bit signed integer //! - "NameProperty": read string //! - "StrProperty": read string //! - "QWordProperty": read 64bit signed integer //! - "ArrayProperty": A nested map of key-value pairs (recurse into step 1). //! - Prepare to read the next property, go to step 1. //! //! ## Body //! //! Next comes the bulk of the replay, the body. Just like the header, the body starts out with a //! pair of 32 bit integers representing the number of bytes and the CRC of the section. //! //! The first data point in the body is a list of levels encoded as a list of strings. A list in a //! replay is prefixed by the number of elements contained in the list as a 32 bit integer. Use //! this integer and decode said number of elements. //! //! Then it's a list of keyframes where a keyframe is 12 bytes (time: 32 bit float, frame: 32 bit //! integer, and position: 32 bit integer). //! //! Network data is next. Since the network data complex enough to warrant it's own section later. //! Thankfully it is prefixed with a 32 bit integer denoting its size, so we can skip it with ease. //! //! ## Footer //! //! Since the network data is about 95% of the data, everything that comes after it is the footer //! (it's not technically a dedicated section with a length prefix + crc, but I like to think of it //! as a separate section). //! //! Unless parsing the network data, there isn't too much that is interesting in the footer. //! //! - List of debug info: (frame: 32 bit integer, user: string, text: string) //! - List of tickmarks: (description: string, frame: 32 bit integer) //! - Packages: a string list (just like the list of levels we saw earlier) //! - Objects: a string list //! - Names: a string list //! - List of class indices: (class: string, index: 32 bit integer) //! - List of network attribute encodings: (object_ind: 32 bit integer, parent_id: 32 bit integer, //! cache_id: 32 bit integer, properties: a list of 32bit pairs (object_ind and stream_id)) //! //! ## Network Body //! //! The number of frames in the body is hinted by the "NumFrames" property in the header. //! //! Do note that the network data is bit level. Meaning that a parser will read bit by bit. Thus a //! request for 32bits of data may span 5 bytes if the parser was in the middle of a byte. //! //! Each frame is led by a pair of 32bit floating point numbers representing the absolute time of a //! frame and the delta, or elapsed time, from the previous frame. //! //! Next comes actor data. //! //! - While there is more actor data in the frame (bit is on) //! - Decode the actor id, which is the number of bits needed to represent the "NumChannels" value in the header //! - If the actor is alive (bit is on) //! - If actor is new (bit is on) //! - Parse new actor: //! - 32bit integer representing the index in the `names` list //! - Unused bit //! - 32bit integer representing the ObjectId //! - Decode initial position if available (basically is the object not part of the crowd): Vector3i //! - Decode initial rotation if available (basically is the object a ball or car): Rotation //! //! Quick aside: //! //! Vector3i: //! //! - size in bits: read five bits not exceeding 22 //! - bias: 2^(size in bits + 1) //! - bit_limit: size in bits + 2 //! - x: (read bits (bit_limit) - bias) //! - y: (read bits (bit_limit) - bias) //! - z: (read bits (bit_limit) - bias) //! //! Rotation: //! //! - yaw: signed 8 bits //! - pitch: signed 8 bits //! - roll: signed 8 bits //! //! Ok, we can decode a new actor! How about update an existing actor with a new attribute? The //! actor is new bit would be off. Every actor receiving an update, is an actor we've already seen. //! So we'll look up the actor's ObjectId using the decoded ActorId seen when the actor was //! instantiated. //! //! - ObjectId: the index that the object appears in the `objects` list in the footer that we //! previously parsed. For instance, "Core.Object" would have an ObjectId of 0. //! - ActorId: the temporary id of an actor while it is in game. Once an actor is deleted, the //! actor id may be recycled. //! //! Then while the next bit is on, there are more attributes for our actor. //! //! We need to read from the stream, the number of bits that can compose the largest stream id / //! attribute id for the object without exceeding this max value. Very confusing, so let's take a //! step back with an example. Let's say we need to read the next 5 bits for the attribute stream //! id. If the result is 16, the attribute resolves differently depending on the actor's ObjectId. //! A contrived example: "16" for an "Engine.Pawn" ObjectId could point to the attribute //! "Engine.Pawn:bCanSwatTurn", while a "16" for "TAGame.Vehicle_TA" could be //! "TAGame.Vehicle_TA:bDriving". //! //! So we need to construct a lookup for an ObjectId where we can find out how much to read for the //! attribute's stream id and resolve the stream id to an actual attribute. //! //! To construct this lookup, we need to examine the net_cache previously decoded from the footer. //! The net_cache represents a hierarchy of attributes that children inherit from parents. //! //! ```json //! [{ //! "object_ind": 0, // "Core.Object" //! "parent_id": 0, //! "cache_id": 0, // The cache id referenced by children //! "properties": [] // There are no attributes on a base object //! }, //! { //! "object_ind": 22, // "Engine.Actor" //! "parent_id": 0, // points to the "cache_id" of it's parent (Core.Object) //! "cache_id": 21, //! "properties": [ //! { //! "object_ind": 2, // "Engine.Actor:RelativeLocation" //! "stream_id": 1 // Reading a 1 from the bits maps to the RelativeLocation //! }, //! ] //! }, //! { //! "object_ind": 24, // "TAGame.VehiclePickup_TA" //! "parent_id": 21, // points to the "cache_id" of it's parent (Engine.Actor) //! "cache_id": 22, //! "properties": [ // Properties include all of parent properties //! { //! "object_ind": 23, // "TAGame.VehiclePickup_TA:ReplicatedPickupData" //! "stream_id": 21 //! } //! ] //! }] //! ``` //! //! Going back to "We need to read from the stream, the number of bits that can compose the largest //! stream id / attribute id", we can see in the previous example that the largest stream_id for a //! TAGame.VehiclePickup_TA is 21, so 4 bits are needed with an optional 5th bit if the accumulator //! couldn't exceed the max value with another "on" bit of information. These bits are the //! attribute stream id. For Engine.Actor, only 1 bit needs to be read. //! //! With all this information, we can decode the attribute! Since there are 40 attribute types, //! it's not feasible to document them all here. It may take a lot of guesswork to determine the //! attribute type of a new attribute introduced in a released patch. Basically the recommendation //! is to look at the source code. Attribute parsing reuses all the concepts we've gone over //! //! The only thing left is the other branch when the "actor is alive" bit is off. This means that //! the actor is deleted and that the given actor id can be recycled. use crate::core_parser::CoreParser; use crate::crc::calc_crc; use crate::errors::{NetworkError, ParseError}; use crate::header::{self, Header}; use crate::models::*; use crate::network; use crate::parsing_utils::{le_f32, le_i32}; /// Determines under what circumstances the parser should perform the crc check for replay /// corruption. Since the crc check is the most time consuming part when parsing the header, /// clients should choose under what circumstances a crc check is performed. #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum CrcCheck { /// Always perform the crc check. Useful when the replay has had its contents modified. This /// will catch a user that increased the number of goals they scored (easy) but only if they /// didn't update the crc as well (not as easy). Always, /// Never perform the crc check. Useful only when it doesn't matter to know if a replay is /// corrupt or not, you either want the data or the parsing error. Never, /// Only perform the crc check when parsing a section fails. This option gets the best of both /// worlds. If parsing fails, the crc check will determine if it is a programming error or the /// replay is corrupt. If parsing succeeds it won't precious time performing the check. This /// option is the default for parsing. OnError, } /// Determines how the parser should handle the network data, which is the most /// intensive and volatile section of the replay. #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum NetworkParse { /// If the network data fails parse return an error Always, /// Skip parsing the network data Never, /// Attempt to parse the network data, but if unsuccessful ignore the error /// and continue parsing IgnoreOnError, } /// The main entry point to parsing replays in boxcars. Allows one to customize parsing options, /// such as only parsing the header and forgoing crc (corruption) checks. #[derive(Debug, Clone, PartialEq)] pub struct ParserBuilder<'a> { data: &'a [u8], crc_check: Option<CrcCheck>, network_parse: Option<NetworkParse>, } impl<'a> ParserBuilder<'a> { pub fn new(data: &'a [u8]) -> Self { ParserBuilder { data, crc_check: None, network_parse: None, } } pub fn always_check_crc(mut self) -> ParserBuilder<'a> { self.crc_check = Some(CrcCheck::Always); self } pub fn never_check_crc(mut self) -> ParserBuilder<'a> { self.crc_check = Some(CrcCheck::Never); self } pub fn on_error_check_crc(mut self) -> ParserBuilder<'a> { self.crc_check = Some(CrcCheck::OnError); self } pub fn with_crc_check(mut self, check: CrcCheck) -> ParserBuilder<'a> { self.crc_check = Some(check); self } pub fn must_parse_network_data(mut self) -> ParserBuilder<'a> { self.network_parse = Some(NetworkParse::Always); self } pub fn never_parse_network_data(mut self) -> ParserBuilder<'a> { self.network_parse = Some(NetworkParse::Never); self } pub fn ignore_network_data_on_error(mut self) -> ParserBuilder<'a> { self.network_parse = Some(NetworkParse::IgnoreOnError); self } pub fn with_network_parse(mut self, parse: NetworkParse) -> ParserBuilder<'a> { self.network_parse = Some(parse); self } pub fn parse(self) -> Result<Replay, ParseError> { let mut parser = Parser::new( self.data, self.crc_check.unwrap_or(CrcCheck::OnError), self.network_parse.unwrap_or(NetworkParse::IgnoreOnError), ); parser.parse() } } /// Intermediate parsing structure for the body / footer #[derive(Debug, PartialEq)] pub struct ReplayBody<'a> { pub levels: Vec<String>, pub keyframes: Vec<KeyFrame>, pub debug_info: Vec<DebugInfo>, pub tick_marks: Vec<TickMark>, pub packages: Vec<String>, pub objects: Vec<String>, pub names: Vec<String>, pub class_indices: Vec<ClassIndex>, pub net_cache: Vec<ClassNetCache>, pub network_data: &'a [u8], } /// Holds the current state of parsing a replay #[derive(Debug, Clone, PartialEq)] pub struct Parser<'a> { core: CoreParser<'a>, crc_check: CrcCheck, network_parse: NetworkParse, } impl<'a> Parser<'a> { fn new(data: &'a [u8], crc_check: CrcCheck, network_parse: NetworkParse) -> Self { Parser { core: CoreParser::new(data), crc_check, network_parse, } } fn parse(&mut self) -> Result<Replay, ParseError> { let header_size = self.core.take_i32("header size")?; let header_crc = self.core.take_u32("header crc")?; let header_data = self.core.view_data(header_size as usize).map_err(|e| { ParseError::ParseError("header data", self.core.bytes_read(), Box::new(e)) })?; let header = self.crc_section(header_data, header_crc as u32, "header", Self::parse_header)?; let content_size = self.core.take_i32("content size")?; let content_crc = self.core.take_u32("content crc")?; let content_data = self.core.view_data(content_size as usize).map_err(|e| { ParseError::ParseError("content data", self.core.bytes_read(), Box::new(e)) })?; let body = self.crc_section(content_data, content_crc as u32, "body", Self::parse_body)?; let network: Option<NetworkFrames> = match self.network_parse { NetworkParse::Always => Some( self.parse_network(&header, &body) .map_err(|x| ParseError::NetworkError(Box::new(x)))?, ), NetworkParse::IgnoreOnError => self .parse_network(&header, &body) .map_err(|x| ParseError::NetworkError(Box::new(x))) .ok(), NetworkParse::Never => None, }; Ok(Replay { header_size, header_crc, major_version: header.major_version, minor_version: header.minor_version, net_version: header.net_version, game_type: header.game_type, properties: header.properties, content_size, content_crc, network_frames: network, levels: body.levels, keyframes: body.keyframes, debug_info: body.debug_info, tick_marks: body.tick_marks, packages: body.packages, objects: body.objects, names: body.names, class_indices: body.class_indices, net_cache: body.net_cache, }) } fn parse_network( &mut self, header: &Header, body: &ReplayBody<'_>, ) -> Result<NetworkFrames, NetworkError> { network::parse(header, body) } fn parse_header(&mut self) -> Result<Header, ParseError> { header::parse_header(&mut self.core) } /// Parses a section and performs a crc check as configured fn crc_section<T, F>( &mut self, data: &[u8], crc: u32, section: &str, mut f: F, ) -> Result<T, ParseError> where F: FnMut(&mut Self) -> Result<T, ParseError>, { let result = f(self); match self.crc_check { CrcCheck::Always => { let actual = calc_crc(data); if actual != crc as u32 { Err(ParseError::CrcMismatch(crc, actual)) } else { result } } CrcCheck::OnError => result.map_err(|e| -> ParseError { let actual = calc_crc(data); if actual != crc as u32 { ParseError::CorruptReplay(String::from(section), Box::new(e)) } else { e } }), CrcCheck::Never => result, } } fn parse_body(&mut self) -> Result<ReplayBody<'a>, ParseError> { let levels = self .core .text_list() .map_err(|e| ParseError::ParseError("levels", self.core.bytes_read(), Box::new(e)))?; let keyframes = self.parse_keyframe().map_err(|e| { ParseError::ParseError("keyframes", self.core.bytes_read(), Box::new(e)) })?; let network_size = self.core.take_i32("network size")?; let network_data = self.core.take(network_size as usize, |d| d).map_err(|e| { ParseError::ParseError("network data", self.core.bytes_read(), Box::new(e)) })?; let debug_infos = self.parse_debuginfo().map_err(|e| { ParseError::ParseError("debug info", self.core.bytes_read(), Box::new(e)) })?; let tickmarks = self.parse_tickmarks().map_err(|e| { ParseError::ParseError("tickmarks", self.core.bytes_read(), Box::new(e)) })?; let packages = self .core .text_list() .map_err(|e| ParseError::ParseError("packages", self.core.bytes_read(), Box::new(e)))?; let objects = self .core .text_list() .map_err(|e| ParseError::ParseError("objects", self.core.bytes_read(), Box::new(e)))?; let names = self .core .text_list() .map_err(|e| ParseError::ParseError("names", self.core.bytes_read(), Box::new(e)))?; let class_index = self.parse_classindex().map_err(|e| { ParseError::ParseError("class index", self.core.bytes_read(), Box::new(e)) })?; let net_cache = self.parse_classcache().map_err(|e| { ParseError::ParseError("net cache", self.core.bytes_read(), Box::new(e)) })?; Ok(ReplayBody { levels, keyframes, debug_info: debug_infos, tick_marks: tickmarks, packages, objects, names, class_indices: class_index, net_cache, network_data, }) } fn parse_tickmarks(&mut self) -> Result<Vec<TickMark>, ParseError> { self.core.list_of(|s| { Ok(TickMark { description: s.parse_text()?, frame: s.take(4, le_i32)?, }) }) } fn parse_keyframe(&mut self) -> Result<Vec<KeyFrame>, ParseError> { self.core.list_of(|s| { Ok(KeyFrame { time: s.take(4, le_f32)?, frame: s.take(4, le_i32)?, position: s.take(4, le_i32)?, }) }) } fn parse_debuginfo(&mut self) -> Result<Vec<DebugInfo>, ParseError> { self.core.list_of(|s| { Ok(DebugInfo { frame: s.take(4, le_i32)?, user: s.parse_text()?, text: s.parse_text()?, }) }) } fn parse_classindex(&mut self) -> Result<Vec<ClassIndex>, ParseError> { self.core.list_of(|s| { Ok(ClassIndex { class: s.parse_str().map(String::from)?, index: s.take(4, le_i32)?, }) }) } fn parse_classcache(&mut self) -> Result<Vec<ClassNetCache>, ParseError> { self.core.list_of(|x| { Ok(ClassNetCache { object_ind: x.take(4, le_i32)?, parent_id: x.take(4, le_i32)?, cache_id: x.take(4, le_i32)?, properties: x.list_of(|s| { Ok(CacheProp { object_ind: s.take(4, le_i32)?, stream_id: s.take(4, le_i32)?, }) })?, }) }) } } #[cfg(test)] mod tests { use super::*; use crate::models::TickMark; use std::error::Error; #[test] fn key_frame_list() { let data = include_bytes!("../assets/replays/good/rumble.replay"); // List is 2A long, each keyframe is 12 bytes. Then add four for list length = 508 let mut parser = Parser::new( &data[0x12ca..0x12ca + 508], CrcCheck::Never, NetworkParse::Never, ); let frames = parser.parse_keyframe().unwrap(); assert_eq!(frames.len(), 42); } #[test] fn tickmark_list() { let data = include_bytes!("../assets/replays/good/rumble.replay"); // 7 tick marks at 8 bytes + size of tick list let mut parser = Parser::new( &data[0xf6cce..0xf6d50], CrcCheck::Never, NetworkParse::Never, ); let ticks = parser.parse_tickmarks().unwrap(); assert_eq!(ticks.len(), 7); assert_eq!( ticks[0], TickMark { description: String::from("Team1Goal"), frame: 396, } ); } #[test] fn test_the_parsing_empty() { let mut parser = Parser::new(&[], CrcCheck::Never, NetworkParse::Never); assert!(parser.parse().is_err()); } #[test] fn test_the_parsing_text_too_long() { let data = include_bytes!("../assets/replays/bad/fuzz-string-too-long.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Never); assert!(parser.parse().is_err()) } #[test] fn test_the_parsing_text_too_long2() { let data = include_bytes!("../assets/replays/bad/fuzz-string-too-long2.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Always); let err = parser.parse().unwrap_err(); assert!(format!("{}", err).contains("Unexpected size for string: -1912602609")); } #[test] fn test_fuzz_corpus_slice_index() { let data = include_bytes!("../assets/replays/bad/fuzz-slice-index.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Never); assert!(parser.parse().is_err()) } #[test] fn test_the_fuzz_corpus_abs_panic() { let data = include_bytes!("../assets/replays/bad/fuzz-corpus.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Never); assert!(parser.parse().is_err()) } #[test] fn test_the_fuzz_corpus_large_list() { let data = include_bytes!("../assets/replays/bad/fuzz-list-too-large.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Never); let err = parser.parse().unwrap_err(); assert!(format!("{}", err) .starts_with("Could not decode replay debug info at offset (1010894): list of size")); } #[test] fn test_the_fuzz_corpus_large_list_on_error_crc() { let data = include_bytes!("../assets/replays/bad/fuzz-list-too-large.replay"); let mut parser = Parser::new(&data[..], CrcCheck::OnError, NetworkParse::Never); let err = parser.parse().unwrap_err(); assert_eq!( "Failed to parse body and crc check failed. Replay is corrupt", format!("{}", err) ); assert!(format!("{}", err.source().unwrap()) .starts_with("Could not decode replay debug info at offset (1010894): list of size")); } #[test] fn test_the_fuzz_corpus_large_list_always_crc() { let data = include_bytes!("../assets/replays/bad/fuzz-list-too-large.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Always, NetworkParse::Never); let err = parser.parse().unwrap_err(); assert_eq!( "Crc mismatch. Expected 3765941959 but received 1314727725", format!("{}", err) ); assert!(err.source().is_none()); } #[test] fn test_the_fuzz_object_id_too_large() { let data = include_bytes!("../assets/replays/bad/fuzz-large-object-id.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Always); let err = parser.parse().unwrap_err(); assert_eq!("Object Id of 1547 exceeds range", format!("{}", err)); assert!(err.source().is_some()); } #[test] fn test_the_fuzz_too_many_frames() { let data = include_bytes!("../assets/replays/bad/fuzz-too-many-frames.replay"); let mut parser = Parser::new(&data[..], CrcCheck::Never, NetworkParse::Always); let err = parser.parse().unwrap_err(); assert_eq!("Too many frames to decode: 738197735", format!("{}", err)); assert!(err.source().is_some()); } #[test] fn test_crc_check_with_bad() { let mut data = include_bytes!("../assets/replays/good/rumble.replay").to_vec(); // Changing this byte won't make the parsing fail but will make the crc check fail data[4775] = 100; let mut parser = Parser::new(&data[..], CrcCheck::Always, NetworkParse::Never); let res = parser.parse(); assert!(res.is_err()); assert_eq!( "Crc mismatch. Expected 337843175 but received 2877465516", format!("{}", res.unwrap_err()) ); parser = Parser::new(&data[..], CrcCheck::OnError, NetworkParse::Never); assert!(parser.parse().is_ok()); } }