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source2_demo/parser/
context.rs

1//! Parser context containing the current replay state.
2//!
3//! The [`Context`] struct maintains all the state information about the replay
4//! as it's being parsed, including entities, string tables, game events, and
5//! the current tick.
6
7use crate::entity::field::*;
8use crate::entity::*;
9use crate::event::*;
10use crate::string_table::*;
11use crate::HashMap;
12use source2_demo_protobufs::CDemoFileInfo;
13use std::rc::Rc;
14
15/// Current replay state accessible to observers.
16///
17/// The context is passed to all observer callbacks and provides access to:
18/// - Entity state and properties
19/// - String tables
20/// - Game event definitions
21/// - Current tick and timing information
22/// - Replay metadata
23///
24/// # Examples
25///
26/// ## Accessing entities
27///
28/// ```no_run
29/// use source2_demo::prelude::*;
30///
31/// #[derive(Default)]
32/// struct HeroStats;
33///
34/// #[observer]
35/// #[uses_entities]
36/// impl HeroStats {
37///     #[on_tick_start]
38///     fn on_tick_start(&mut self, ctx: &Context) -> ObserverResult {
39///         for entity in ctx.entities().iter() {
40///             if entity.class().name().starts_with("CDOTA_Unit_Hero_") {
41///                 let health: i32 = property!(entity, "m_iHealth");
42///                 println!("{}: {}", entity.class().name(), health);
43///             }
44///         }
45///         Ok(())
46///     }
47/// }
48/// ```
49///
50/// ## Accessing string tables
51///
52/// ```no_run
53/// use source2_demo::prelude::*;
54///
55/// #[derive(Default)]
56/// struct TableReader;
57///
58/// #[observer]
59/// #[uses_string_tables]
60/// impl TableReader {
61///     #[on_tick_start]
62///     fn on_tick_start(&mut self, ctx: &Context) -> ObserverResult {
63///         if let Ok(table) = ctx.string_tables().get_by_name("ActiveModifiers") {
64///             println!("Active modifiers: {}", table.iter().count());
65///         }
66///         Ok(())
67///     }
68/// }
69/// ```
70pub struct Context {
71    pub(crate) classes: Classes,
72    pub(crate) entities: Entities,
73    pub(crate) string_tables: StringTables,
74    pub(crate) game_events: GameEventList,
75
76    pub(crate) tick: u32,
77    pub(crate) previous_tick: u32,
78    pub(crate) net_tick: u32,
79
80    pub(crate) game_build: u32,
81    pub(crate) replay_info: CDemoFileInfo,
82
83    pub(crate) baselines: BaselineContainer,
84    pub(crate) serializers: HashMap<Box<str>, Rc<Serializer>>,
85    pub(crate) last_full_packet_tick: u32,
86}
87
88impl Default for Context {
89    fn default() -> Self {
90        Context {
91            classes: Classes::default(),
92            entities: Entities::default(),
93            string_tables: StringTables::default(),
94            game_events: Default::default(),
95            tick: u32::MAX,
96            previous_tick: u32::MAX,
97            net_tick: u32::MAX,
98            game_build: 0,
99            replay_info: CDemoFileInfo::default(),
100            baselines: BaselineContainer::default(),
101            serializers: HashMap::default(),
102            last_full_packet_tick: u32::MAX,
103        }
104    }
105}
106
107impl Context {
108    pub(crate) fn new(replay_info: CDemoFileInfo) -> Self {
109        Context {
110            replay_info,
111            ..Default::default()
112        }
113    }
114}
115
116impl Context {
117    /// Returns a reference to the entity container.
118    ///
119    /// Use this to access all entities in the game and query their properties.
120    ///
121    /// # Examples
122    ///
123    /// ```no_run
124    /// use source2_demo::prelude::*;
125    ///
126    /// # fn example(ctx: &Context) -> anyhow::Result<()> {
127    /// // Get entity by index
128    /// let entity = ctx.entities().get_by_index(0)?;
129    ///
130    /// // Find entity by class name
131    /// let player_resource = ctx.entities().get_by_class_name("CDOTA_PlayerResource")?;
132    ///
133    /// // Iterate all entities
134    /// for entity in ctx.entities().iter() {
135    ///     println!("{}", entity.class().name());
136    /// }
137    /// # Ok(())
138    /// # }
139    /// ```
140    pub fn classes(&self) -> &Classes {
141        &self.classes
142    }
143
144    /// Returns a reference to the entity container.
145    ///
146    /// Provides access to all game entities and their properties.
147    /// Requires `Interests::ENABLE_ENTITY` to be populated.
148    pub fn entities(&self) -> &Entities {
149        &self.entities
150    }
151
152    /// Returns a reference to the string tables.
153    ///
154    /// String tables contain game data like hero names, item names, etc.
155    /// Requires `Interests::ENABLE_STRINGTAB` to be populated.
156    pub fn string_tables(&self) -> &StringTables {
157        &self.string_tables
158    }
159
160    /// Returns a reference to the game event list.
161    ///
162    /// Contains definitions for all game events in the replay.
163    pub fn game_events(&self) -> &GameEventList {
164        &self.game_events
165    }
166
167    /// Returns the current tick number.
168    ///
169    /// The tick represents the current game simulation step.
170    /// Typically runs at 30 ticks per second.
171    pub fn tick(&self) -> u32 {
172        self.tick
173    }
174
175    /// Returns the current network tick.
176    ///
177    /// The network tick from the last processed packet.
178    pub fn net_tick(&self) -> u32 {
179        self.net_tick
180    }
181
182    /// Returns the game build number.
183    ///
184    /// Identifies the specific version of the game that created this replay.
185    pub fn game_build(&self) -> u32 {
186        self.game_build
187    }
188
189    /// Returns replay file metadata.
190    ///
191    /// Contains information about the replay including duration, map, and game info.
192    pub fn replay_info(&self) -> &CDemoFileInfo {
193        &self.replay_info
194    }
195}