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use super::*;
struct MappingUpdateContext {
player_type_actor_ids: Vec<boxcars::ActorId>,
car_type_actor_ids: Vec<boxcars::ActorId>,
boost_type_actor_ids: Vec<boxcars::ActorId>,
dodge_type_actor_ids: Vec<boxcars::ActorId>,
jump_type_actor_ids: Vec<boxcars::ActorId>,
double_jump_type_actor_ids: Vec<boxcars::ActorId>,
unique_id_object_id: boxcars::ObjectId,
team_object_id: boxcars::ObjectId,
player_replication_object_id: boxcars::ObjectId,
vehicle_object_id: boxcars::ObjectId,
}
impl<'a> ReplayProcessor<'a> {
fn mapping_update_context(&self) -> SubtrActorResult<MappingUpdateContext> {
let cached = self.cached_object_ids;
let player_type_object_id =
self.required_cached_object_id(cached.player_type, PLAYER_TYPE)?;
let car_type_object_id = self.required_cached_object_id(cached.car_type, CAR_TYPE)?;
let boost_type_object_id = self.required_cached_object_id(cached.boost_type, BOOST_TYPE)?;
let dodge_type_object_id = self.required_cached_object_id(cached.dodge_type, DODGE_TYPE)?;
let jump_type_object_id = self.required_cached_object_id(cached.jump_type, JUMP_TYPE)?;
let double_jump_type_object_id =
self.required_cached_object_id(cached.double_jump_type, DOUBLE_JUMP_TYPE)?;
let unique_id_object_id =
self.required_cached_object_id(cached.unique_id, UNIQUE_ID_KEY)?;
let team_object_id = self.required_cached_object_id(cached.team, TEAM_KEY)?;
let player_replication_object_id =
self.required_cached_object_id(cached.player_replication, PLAYER_REPLICATION_KEY)?;
let vehicle_object_id = self.required_cached_object_id(cached.vehicle, VEHICLE_KEY)?;
Ok(MappingUpdateContext {
player_type_actor_ids: self
.get_actor_ids_by_object_id(&player_type_object_id)
.to_vec(),
car_type_actor_ids: self
.get_actor_ids_by_object_id(&car_type_object_id)
.to_vec(),
boost_type_actor_ids: self
.get_actor_ids_by_object_id(&boost_type_object_id)
.to_vec(),
dodge_type_actor_ids: self
.get_actor_ids_by_object_id(&dodge_type_object_id)
.to_vec(),
jump_type_actor_ids: self
.get_actor_ids_by_object_id(&jump_type_object_id)
.to_vec(),
double_jump_type_actor_ids: self
.get_actor_ids_by_object_id(&double_jump_type_object_id)
.to_vec(),
unique_id_object_id,
team_object_id,
player_replication_object_id,
vehicle_object_id,
})
}
/// This method is responsible for updating various mappings that are used
/// to track and link different actors in the replay.
///
/// The replay data is a stream of [`boxcars::Frame`] objects that contain
/// information about the game at a specific point in time. These frames
/// contain updates for different actors, and the goal of this method is to
/// maintain and update the mappings for these actors as they are
/// processed.
///
/// The method loops over each `updated_actors` field in the
/// [`boxcars::Frame`]. For each updated actor, it checks whether the
/// actor's object ID matches the object ID of various keys in the actor
/// state. If a match is found, the corresponding map is updated with a new
/// entry linking the actor ID to the value of the attribute in the replay
/// frame.
///
/// The mappings updated are:
/// - `player_to_actor_id`: maps a player's [`boxcars::UniqueId`] to their actor ID.
/// - `player_to_team`: maps a player's actor ID to their team actor ID.
/// - `player_to_car`: maps a player's actor ID to their car actor ID.
/// - `car_to_player`: maps a car's actor ID to the player's actor ID (persists after car destruction).
/// - `car_to_boost`: maps a car's actor ID to its associated boost actor ID.
/// - `car_to_dodge`: maps a car's actor ID to its associated dodge actor ID.
/// - `car_to_jump`: maps a car's actor ID to its associated jump actor ID.
/// - `car_to_double_jump`: maps a car's actor ID to its associated double jump actor ID.
///
/// Some links support an optional *skip value*: when the update's value equals the
/// skip value, the map is not updated. This is used for `car_to_player` with skip
/// value [`ActorId(-1)`](boxcars::ActorId). On demolition frames the replay can set
/// the victim car's `Engine.Pawn:PlayerReplicationInfo` link to `-1`; if we applied
/// that update we would overwrite the existing car-to-player mapping and lose the
/// victim's identity when building demolish info. Skipping the `-1` update keeps
/// the last valid mapping so victim lookup still succeeds.
///
/// Be careful with directionality here: `player_to_car` is `player actor -> car
/// actor`, while `car_to_player` must remain `car actor -> player actor`. Demolish
/// payloads resolve through `get_player_id_from_car_id`, so reversing `car_to_player`
/// breaks demolition extraction even when the replay contains valid demolish events.
///
/// The function also handles the deletion of actors. When an actor is
/// deleted, the function removes the actor's ID from the `player_to_car`
/// mapping.
pub(crate) fn update_mappings(&mut self, frame: &boxcars::Frame) -> SubtrActorResult<()> {
let ctx = self.mapping_update_context()?;
for update in frame.updated_actors.iter() {
macro_rules! maintain_link {
($map:expr, $actor_ids:expr, $get_key:expr, $get_value:expr, $type:path $(, skip_value $skip:expr)?) => {{
if $actor_ids.contains(&update.actor_id) {
let value = attribute_match!(&update.attribute, $type)?;
let _key = $get_key(update.actor_id, value);
let _new_value = $get_value(update.actor_id, value);
if true $(&& _new_value != $skip)? {
let _ = $map.insert(_key, _new_value);
}
}
}};
}
macro_rules! maintain_actor_link {
($map:expr, $actor_ids:expr $(, skip_value $skip:expr)?) => {
maintain_link!(
$map,
$actor_ids,
// This is slightly confusing, but in these cases we are
// using the attribute as the key to the current actor.
get_actor_id_from_active_actor,
use_update_actor,
boxcars::Attribute::ActiveActor
$(, skip_value $skip)?
)
};
}
macro_rules! maintain_vehicle_key_link {
($map:expr, $actor_ids:expr) => {
maintain_actor_link!($map, $actor_ids)
};
}
match update.object_id {
object_id if object_id == ctx.unique_id_object_id => {
maintain_link!(
self.player_to_actor_id,
ctx.player_type_actor_ids,
|_, unique_id: &boxcars::UniqueId| unique_id.remote_id.clone(),
use_update_actor,
boxcars::Attribute::UniqueId
);
}
object_id if object_id == ctx.team_object_id => {
maintain_link!(
self.player_to_team,
ctx.player_type_actor_ids,
use_update_actor,
get_actor_id_from_active_actor,
boxcars::Attribute::ActiveActor,
skip_value boxcars::ActorId(-1)
);
}
object_id if object_id == ctx.player_replication_object_id => {
maintain_actor_link!(self.player_to_car, ctx.car_type_actor_ids);
maintain_link!(
self.car_to_player,
ctx.car_type_actor_ids,
use_update_actor,
get_actor_id_from_active_actor,
boxcars::Attribute::ActiveActor,
skip_value boxcars::ActorId(-1)
);
}
object_id if object_id == ctx.vehicle_object_id => {
maintain_vehicle_key_link!(self.car_to_boost, ctx.boost_type_actor_ids);
maintain_vehicle_key_link!(self.car_to_dodge, ctx.dodge_type_actor_ids);
maintain_vehicle_key_link!(self.car_to_jump, ctx.jump_type_actor_ids);
maintain_vehicle_key_link!(
self.car_to_double_jump,
ctx.double_jump_type_actor_ids
);
}
_ => {}
}
}
for actor_id in frame.deleted_actors.iter() {
if let Some(car_id) = self.player_to_car.remove(actor_id) {
log::info!("Player actor {actor_id:?} deleted, car id: {car_id:?}.");
}
}
Ok(())
}
/// Refreshes the cached ball actor id, clearing it if the current ball was deleted.
pub(crate) fn update_ball_id(&mut self, frame: &boxcars::Frame) -> SubtrActorResult<()> {
// XXX: This assumes there is only ever one ball, which is safe (I think?)
if let Some(actor_id) = self.ball_actor_id {
if frame.deleted_actors.contains(&actor_id) {
self.ball_actor_id = None;
}
} else {
self.ball_actor_id = self.find_ball_actor();
if self.ball_actor_id.is_some() {
return self.update_ball_id(frame);
}
}
Ok(())
}
}