subtr_actor/collector/replay_data.rs
1//! # Replay Data Collection Module
2//!
3//! This module provides comprehensive data structures and collection mechanisms
4//! for extracting and organizing Rocket League replay data. It offers a complete
5//! representation of ball, player, and game state information across all frames
6//! of a replay.
7//!
8//! The module is built around the [`ReplayDataCollector`] which implements the
9//! [`Collector`] trait, allowing it to process replay frames and extract
10//! detailed information about player actions, ball movement, and game state.
11//!
12//! # Key Components
13//!
14//! - [`ReplayData`] - The complete replay data structure containing all extracted information
15//! - [`FrameData`] - Frame-by-frame data including ball, player, and metadata information
16//! - [`PlayerFrame`] - Detailed player state including position, controls, and actions
17//! - [`BallFrame`] - Ball state including rigid body physics information
18//! - [`MetadataFrame`] - Game state metadata including time and score information
19//!
20//! # Example Usage
21//!
22//! ```rust
23//! use subtr_actor::collector::replay_data::ReplayDataCollector;
24//! use boxcars::ParserBuilder;
25//!
26//! let data = std::fs::read("assets/new_boost_format.replay").unwrap();
27//! let replay = ParserBuilder::new(&data).parse().unwrap();
28//!
29//! let collector = ReplayDataCollector::new();
30//! let replay_data = collector.get_replay_data(&replay).unwrap();
31//!
32//! // Access frame-by-frame data
33//! for metadata_frame in &replay_data.frame_data.metadata_frames {
34//! println!("Time: {:.2}s, Remaining: {}s",
35//! metadata_frame.time, metadata_frame.seconds_remaining);
36//! }
37//! ```
38
39use boxcars;
40use serde::Serialize;
41
42use crate::*;
43
44/// Represents the ball state for a single frame in a Rocket League replay.
45///
46/// The ball can either be in an empty state (when ball syncing is disabled or
47/// the rigid body is unavailable) or contain full physics data including
48/// position, rotation, and velocity information.
49///
50/// # Variants
51///
52/// - [`Empty`](BallFrame::Empty) - Indicates the ball is unavailable or ball syncing is disabled
53/// - [`Data`](BallFrame::Data) - Contains the ball's rigid body physics information
54#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
55#[ts(export)]
56pub enum BallFrame {
57 /// Empty frame indicating the ball is unavailable or ball syncing is disabled
58 Empty,
59 /// Frame containing the ball's rigid body physics data
60 Data {
61 /// The ball's rigid body containing position, rotation, and velocity information
62 #[ts(as = "crate::ts_bindings::RigidBodyTs")]
63 rigid_body: boxcars::RigidBody,
64 },
65}
66
67impl BallFrame {
68 /// Creates a new [`BallFrame`] from a [`ReplayProcessor`] at the specified time.
69 ///
70 /// This method extracts the ball's state from the replay processor, handling
71 /// cases where ball syncing is disabled or the rigid body is unavailable.
72 ///
73 /// # Arguments
74 ///
75 /// * `processor` - The [`ReplayProcessor`] containing the replay data
76 /// * `current_time` - The time in seconds at which to extract the ball state
77 ///
78 /// # Returns
79 ///
80 /// Returns a [`BallFrame`] which will be [`Empty`](BallFrame::Empty) if:
81 /// - Ball syncing is disabled in the replay
82 /// - The ball's rigid body cannot be retrieved
83 ///
84 /// Otherwise returns [`Data`](BallFrame::Data) containing the ball's rigid body.
85 fn new_from_processor(processor: &ReplayProcessor, current_time: f32) -> Self {
86 if processor.get_ignore_ball_syncing().unwrap_or(false) {
87 Self::Empty
88 } else if let Ok(rigid_body) = processor.get_interpolated_ball_rigid_body(current_time, 0.0)
89 {
90 Self::new_from_rigid_body(rigid_body)
91 } else {
92 Self::Empty
93 }
94 }
95
96 /// Creates a new [`BallFrame`] from a rigid body.
97 ///
98 /// # Arguments
99 ///
100 /// * `rigid_body` - The ball's rigid body containing physics information
101 ///
102 /// # Returns
103 ///
104 /// Returns [`Data`](BallFrame::Data) containing the rigid body even when the
105 /// ball is sleeping, so stationary kickoff frames still retain the ball's
106 /// position for downstream consumers such as the JS player.
107 fn new_from_rigid_body(rigid_body: boxcars::RigidBody) -> Self {
108 Self::Data { rigid_body }
109 }
110}
111
112/// Represents a player's state for a single frame in a Rocket League replay.
113///
114/// Contains comprehensive information about a player's position, movement,
115/// and control inputs during a specific frame of the replay.
116///
117/// # Variants
118///
119/// - [`Empty`](PlayerFrame::Empty) - Indicates the player state is unavailable
120/// - [`Data`](PlayerFrame::Data) - Contains the player's complete state information
121#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
122#[ts(export)]
123pub enum PlayerFrame {
124 /// Empty frame indicating the player state is unavailable
125 Empty,
126 /// Frame containing the player's complete state data
127 Data {
128 /// The player's rigid body containing position, rotation, and velocity information
129 #[ts(as = "crate::ts_bindings::RigidBodyTs")]
130 rigid_body: boxcars::RigidBody,
131 /// The player's current boost amount in raw replay units (0.0 to 255.0)
132 boost_amount: f32,
133 /// Whether the player is actively using boost
134 boost_active: bool,
135 /// Whether the player is actively powersliding / holding handbrake
136 powerslide_active: bool,
137 /// Whether the player is actively jumping
138 jump_active: bool,
139 /// Whether the player is performing a double jump
140 double_jump_active: bool,
141 /// Whether the player is performing a dodge maneuver
142 dodge_active: bool,
143 /// The player's name as it appears in the replay
144 player_name: Option<String>,
145 /// The team the player belongs to (0 or 1)
146 team: Option<i32>,
147 /// Whether the player is on team 0 (blue team typically)
148 is_team_0: Option<bool>,
149 },
150}
151
152impl PlayerFrame {
153 /// Creates a new [`PlayerFrame`] from a [`ReplayProcessor`] for a specific player at the specified time.
154 ///
155 /// This method extracts comprehensive player state information from the replay processor,
156 /// including position, control inputs, and team information.
157 ///
158 /// # Arguments
159 ///
160 /// * `processor` - The [`ReplayProcessor`] containing the replay data
161 /// * `player_id` - The unique identifier for the player
162 /// * `current_time` - The time in seconds at which to extract the player state
163 ///
164 /// # Returns
165 ///
166 /// Returns a [`SubtrActorResult`] containing a [`PlayerFrame::Data`] value
167 /// with the player's complete state information.
168 ///
169 /// # Errors
170 ///
171 /// Returns a [`SubtrActorError`] if:
172 /// - The player's rigid body cannot be retrieved
173 /// - The player's boost level cannot be accessed
174 /// - Other player state information is inaccessible
175 fn new_from_processor(
176 processor: &ReplayProcessor,
177 player_id: &PlayerId,
178 current_time: f32,
179 ) -> SubtrActorResult<Self> {
180 let rigid_body =
181 processor.get_interpolated_player_rigid_body(player_id, current_time, 0.0)?;
182
183 let boost_amount = processor.get_player_boost_level(player_id)?;
184 let boost_active = processor.get_boost_active(player_id).unwrap_or(0) % 2 == 1;
185 let powerslide_active = processor.get_powerslide_active(player_id).unwrap_or(false);
186 let jump_active = processor.get_jump_active(player_id).unwrap_or(0) % 2 == 1;
187 let double_jump_active = processor.get_double_jump_active(player_id).unwrap_or(0) % 2 == 1;
188 let dodge_active = processor.get_dodge_active(player_id).unwrap_or(0) % 2 == 1;
189
190 // Extract player identity information
191 let player_name = processor.get_player_name(player_id).ok();
192 let team = processor
193 .get_player_team_key(player_id)
194 .ok()
195 .and_then(|team_key| team_key.parse::<i32>().ok());
196 let is_team_0 = processor.get_player_is_team_0(player_id).ok();
197
198 Ok(Self::from_data(
199 rigid_body,
200 boost_amount,
201 boost_active,
202 powerslide_active,
203 jump_active,
204 double_jump_active,
205 dodge_active,
206 player_name,
207 team,
208 is_team_0,
209 ))
210 }
211
212 /// Creates a [`PlayerFrame`] from the provided data components.
213 ///
214 /// # Arguments
215 ///
216 /// * `rigid_body` - The player's rigid body physics information
217 /// * `boost_amount` - The player's current boost level in raw replay units (0.0 to 255.0)
218 /// * `boost_active` - Whether the player is actively using boost
219 /// * `powerslide_active` - Whether the player is actively powersliding
220 /// * `jump_active` - Whether the player is actively jumping
221 /// * `double_jump_active` - Whether the player is performing a double jump
222 /// * `dodge_active` - Whether the player is performing a dodge maneuver
223 /// * `player_name` - The player's name, if available
224 /// * `team` - The player's team number, if available
225 /// * `is_team_0` - Whether the player is on team 0, if available
226 ///
227 /// # Returns
228 ///
229 /// Returns [`Data`](PlayerFrame::Data) with all provided information, even
230 /// when the rigid body is sleeping, so stationary kickoff and reset frames
231 /// still retain the player's position for downstream consumers such as the
232 /// JS player.
233 #[allow(clippy::too_many_arguments)]
234 fn from_data(
235 rigid_body: boxcars::RigidBody,
236 boost_amount: f32,
237 boost_active: bool,
238 powerslide_active: bool,
239 jump_active: bool,
240 double_jump_active: bool,
241 dodge_active: bool,
242 player_name: Option<String>,
243 team: Option<i32>,
244 is_team_0: Option<bool>,
245 ) -> Self {
246 Self::Data {
247 rigid_body,
248 boost_amount,
249 boost_active,
250 powerslide_active,
251 jump_active,
252 double_jump_active,
253 dodge_active,
254 player_name,
255 team,
256 is_team_0,
257 }
258 }
259}
260
261/// Contains all frame data for a single player throughout the replay.
262///
263/// This structure holds a chronological sequence of [`PlayerFrame`] instances
264/// representing the player's state at each processed frame of the replay.
265///
266/// # Fields
267///
268/// * `frames` - A vector of [`PlayerFrame`] instances in chronological order
269#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
270#[ts(export)]
271pub struct PlayerData {
272 /// Vector of player frames in chronological order
273 frames: Vec<PlayerFrame>,
274}
275
276impl PlayerData {
277 /// Creates a new empty [`PlayerData`] instance.
278 ///
279 /// # Returns
280 ///
281 /// Returns a new [`PlayerData`] with an empty frames vector.
282 fn new() -> Self {
283 Self { frames: Vec::new() }
284 }
285
286 /// Adds a player frame at the specified frame index.
287 ///
288 /// If the frame index is beyond the current length of the frames vector,
289 /// empty frames will be inserted to fill the gap before adding the new frame.
290 ///
291 /// # Arguments
292 ///
293 /// * `frame_index` - The index at which to insert the frame
294 /// * `frame` - The [`PlayerFrame`] to add
295 fn add_frame(&mut self, frame_index: usize, frame: PlayerFrame) {
296 let empty_frames_to_add = frame_index - self.frames.len();
297 if empty_frames_to_add > 0 {
298 for _ in 0..empty_frames_to_add {
299 self.frames.push(PlayerFrame::Empty)
300 }
301 }
302 self.frames.push(frame)
303 }
304
305 /// Returns a reference to the frames vector.
306 ///
307 /// # Returns
308 ///
309 /// Returns a reference to the vector of [`PlayerFrame`] instances.
310 pub fn frames(&self) -> &Vec<PlayerFrame> {
311 &self.frames
312 }
313
314 /// Returns the number of frames in this player's data.
315 ///
316 /// # Returns
317 ///
318 /// Returns the total number of frames stored for this player.
319 pub fn frame_count(&self) -> usize {
320 self.frames.len()
321 }
322}
323
324/// Contains all frame data for the ball throughout the replay.
325///
326/// This structure holds a chronological sequence of [`BallFrame`] instances
327/// representing the ball's state at each processed frame of the replay.
328///
329/// # Fields
330///
331/// * `frames` - A vector of [`BallFrame`] instances in chronological order
332#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
333#[ts(export)]
334pub struct BallData {
335 /// Vector of ball frames in chronological order
336 frames: Vec<BallFrame>,
337}
338
339impl BallData {
340 /// Creates a new empty [`BallData`] instance.
341 ///
342 /// # Returns
343 ///
344 /// Returns a new [`BallData`] with an empty frames vector.
345 fn new() -> Self {
346 Self { frames: Vec::new() }
347 }
348
349 /// Adds a ball frame at the specified frame index.
350 ///
351 /// If the frame index is beyond the current length of the frames vector,
352 /// empty frames will be inserted to fill the gap before adding the new frame.
353 ///
354 /// # Arguments
355 ///
356 /// * `frame_index` - The index at which to insert the frame
357 /// * `frame` - The [`BallFrame`] to add
358 fn add_frame(&mut self, frame_index: usize, frame: BallFrame) {
359 let empty_frames_to_add = frame_index - self.frames.len();
360 if empty_frames_to_add > 0 {
361 for _ in 0..empty_frames_to_add {
362 self.frames.push(BallFrame::Empty)
363 }
364 }
365 self.frames.push(frame)
366 }
367
368 /// Returns a reference to the frames vector.
369 ///
370 /// # Returns
371 ///
372 /// Returns a reference to the vector of [`BallFrame`] instances.
373 pub fn frames(&self) -> &Vec<BallFrame> {
374 &self.frames
375 }
376
377 /// Returns the number of frames in the ball data.
378 ///
379 /// # Returns
380 ///
381 /// Returns the total number of frames stored for the ball.
382 pub fn frame_count(&self) -> usize {
383 self.frames.len()
384 }
385}
386
387/// Represents game metadata for a single frame in a Rocket League replay.
388///
389/// Contains timing information and game state data that applies to the entire
390/// game at a specific point in time.
391///
392/// # Fields
393///
394/// * `time` - The current time in seconds since the start of the replay
395/// * `seconds_remaining` - The number of seconds remaining in the current game period
396/// * `replicated_game_state_name` - The game state enum value (indicates countdown, playing, goal, etc.)
397/// * `replicated_game_state_time_remaining` - The kickoff countdown timer, usually 3 to 0
398#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
399#[ts(export)]
400pub struct MetadataFrame {
401 /// The current time in seconds since the start of the replay
402 pub time: f32,
403 /// The number of seconds remaining in the current game period
404 pub seconds_remaining: i32,
405 /// The game state enum value (indicates countdown, playing, goal scored, etc.)
406 pub replicated_game_state_name: i32,
407 /// The kickoff countdown timer exposed by the replay metadata actor.
408 pub replicated_game_state_time_remaining: i32,
409}
410
411impl MetadataFrame {
412 /// Creates a new [`MetadataFrame`] from a [`ReplayProcessor`] at the specified time.
413 ///
414 /// # Arguments
415 ///
416 /// * `processor` - The [`ReplayProcessor`] containing the replay data
417 /// * `time` - The current time in seconds since the start of the replay
418 ///
419 /// # Returns
420 ///
421 /// Returns a [`SubtrActorResult`] containing a [`MetadataFrame`] with the
422 /// current time and remaining seconds extracted from the processor.
423 ///
424 /// # Errors
425 ///
426 /// Returns a [`SubtrActorError`] if the seconds remaining cannot be retrieved
427 /// from the processor.
428 fn new_from_processor(processor: &ReplayProcessor, time: f32) -> SubtrActorResult<Self> {
429 Ok(Self::new(
430 time,
431 processor.get_seconds_remaining()?,
432 processor.get_replicated_state_name().unwrap_or(0),
433 processor
434 .get_replicated_game_state_time_remaining()
435 .unwrap_or(0),
436 ))
437 }
438
439 /// Creates a new [`MetadataFrame`] with the specified time, seconds remaining, game state,
440 /// and kickoff countdown value.
441 ///
442 /// # Arguments
443 ///
444 /// * `time` - The current time in seconds since the start of the replay
445 /// * `seconds_remaining` - The number of seconds remaining in the current game period
446 /// * `replicated_game_state_name` - The game state enum value
447 /// * `replicated_game_state_time_remaining` - The kickoff countdown timer
448 ///
449 /// # Returns
450 ///
451 /// Returns a new [`MetadataFrame`] with the provided values.
452 fn new(
453 time: f32,
454 seconds_remaining: i32,
455 replicated_game_state_name: i32,
456 replicated_game_state_time_remaining: i32,
457 ) -> Self {
458 MetadataFrame {
459 time,
460 seconds_remaining,
461 replicated_game_state_name,
462 replicated_game_state_time_remaining,
463 }
464 }
465}
466
467/// Contains all frame-by-frame data for a Rocket League replay.
468///
469/// This structure organizes ball data, player data, and metadata for each
470/// frame of the replay, providing a complete picture of the game state
471/// throughout the match.
472///
473/// # Fields
474///
475/// * `ball_data` - All ball state information across all frames
476/// * `players` - Player data for each player, indexed by [`PlayerId`]
477/// * `metadata_frames` - Game metadata for each frame including timing information
478#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
479#[ts(export)]
480pub struct FrameData {
481 /// All ball state information across all frames
482 pub ball_data: BallData,
483 /// Player data for each player, indexed by PlayerId
484 #[ts(as = "Vec<(crate::ts_bindings::RemoteIdTs, PlayerData)>")]
485 pub players: Vec<(PlayerId, PlayerData)>,
486 /// Game metadata for each frame including timing information
487 pub metadata_frames: Vec<MetadataFrame>,
488}
489
490/// Complete replay data structure containing all extracted information from a Rocket League replay.
491///
492/// This is the top-level structure that contains all processed replay data including
493/// frame-by-frame information, replay metadata, and special events like demolitions.
494///
495/// # Fields
496///
497/// * `frame_data` - All frame-by-frame data including ball, player, and metadata information
498/// * `meta` - Replay metadata including player information, game settings, and statistics
499/// * `demolish_infos` - Information about all demolition events that occurred during the replay
500/// * `boost_pad_events` - Exact boost pad pickup/availability events detected while processing
501/// * `boost_pads` - Resolved standard boost pad layout annotated with replay pad ids when known
502/// * `touch_events` - Exact team touch events plus attributed player when available
503/// * `dodge_refreshed_events` - Exact counter-derived dodge refresh events from the replay
504/// * `player_stat_events` - Exact shot/save/assist counter increment events
505/// * `goal_events` - Exact goal explosion events with scorer and cumulative score when available
506///
507/// # Example
508///
509/// ```rust
510/// use subtr_actor::collector::replay_data::ReplayDataCollector;
511/// use boxcars::ParserBuilder;
512///
513/// let data = std::fs::read("assets/new_boost_format.replay").unwrap();
514/// let replay = ParserBuilder::new(&data).parse().unwrap();
515/// let collector = ReplayDataCollector::new();
516/// let replay_data = collector.get_replay_data(&replay).unwrap();
517///
518/// // Access replay metadata
519/// println!("Team 0 players: {}", replay_data.meta.team_zero.len());
520///
521/// // Access frame data
522/// println!("Total frames: {}", replay_data.frame_data.metadata_frames.len());
523///
524/// // Access demolition events
525/// println!("Total demolitions: {}", replay_data.demolish_infos.len());
526/// ```
527#[derive(Debug, Clone, PartialEq, Serialize, ts_rs::TS)]
528#[ts(export)]
529pub struct ReplayData {
530 /// All frame-by-frame data including ball, player, and metadata information
531 pub frame_data: FrameData,
532 /// Replay metadata including player information, game settings, and statistics
533 pub meta: ReplayMeta,
534 /// Information about all demolition events that occurred during the replay
535 pub demolish_infos: Vec<DemolishInfo>,
536 /// Exact boost pad pickup and availability events observed during the replay
537 pub boost_pad_events: Vec<BoostPadEvent>,
538 /// Resolved standard boost pad layout annotated with replay pad ids when known
539 pub boost_pads: Vec<ResolvedBoostPad>,
540 /// Exact touch events observed during the replay
541 pub touch_events: Vec<TouchEvent>,
542 /// Exact dodge refresh events observed via the replay's refreshed-dodge counter
543 pub dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
544 /// Exact player stat counter increments observed during the replay
545 pub player_stat_events: Vec<PlayerStatEvent>,
546 /// Exact goal events observed during the replay
547 pub goal_events: Vec<GoalEvent>,
548}
549
550impl ReplayData {
551 /// Serializes the replay data to a JSON string.
552 ///
553 /// # Returns
554 ///
555 /// Returns a [`Result`] containing either the JSON string representation
556 /// of the replay data or a [`serde_json::Error`] if serialization fails.
557 ///
558 /// # Example
559 ///
560 /// ```rust
561 /// use subtr_actor::collector::replay_data::ReplayDataCollector;
562 /// use boxcars::ParserBuilder;
563 ///
564 /// let data = std::fs::read("assets/new_boost_format.replay").unwrap();
565 /// let replay = ParserBuilder::new(&data).parse().unwrap();
566 /// let collector = ReplayDataCollector::new();
567 /// let replay_data = collector.get_replay_data(&replay).unwrap();
568 ///
569 /// let json_string = replay_data.as_json().unwrap();
570 /// println!("Replay as JSON: {}", json_string);
571 /// ```
572 pub fn as_json(&self) -> Result<String, serde_json::Error> {
573 serde_json::to_string(self)
574 }
575
576 /// Serializes the replay data to a pretty-printed JSON string.
577 ///
578 /// # Returns
579 ///
580 /// Returns a [`Result`] containing either the pretty-printed JSON string
581 /// representation of the replay data or a [`serde_json::Error`] if serialization fails.
582 pub fn as_pretty_json(&self) -> Result<String, serde_json::Error> {
583 serde_json::to_string_pretty(self)
584 }
585}
586
587impl FrameData {
588 /// Creates a new empty [`FrameData`] instance.
589 ///
590 /// # Returns
591 ///
592 /// Returns a new [`FrameData`] with empty ball data, player data, and metadata frames.
593 fn new() -> Self {
594 FrameData {
595 ball_data: BallData::new(),
596 players: Vec::new(),
597 metadata_frames: Vec::new(),
598 }
599 }
600
601 /// Returns the total number of frames in this frame data.
602 ///
603 /// # Returns
604 ///
605 /// Returns the number of metadata frames, which represents the total frame count.
606 pub fn frame_count(&self) -> usize {
607 self.metadata_frames.len()
608 }
609
610 /// Returns the duration of the replay in seconds.
611 ///
612 /// # Returns
613 ///
614 /// Returns the time of the last frame, or 0.0 if no frames exist.
615 pub fn duration(&self) -> f32 {
616 self.metadata_frames.last().map(|f| f.time).unwrap_or(0.0)
617 }
618
619 /// Adds a complete frame of data to the frame data structure.
620 ///
621 /// This method adds metadata, ball data, and player data for a single frame
622 /// to their respective collections, maintaining frame synchronization across
623 /// all data types.
624 ///
625 /// # Arguments
626 ///
627 /// * `frame_metadata` - The metadata for this frame (time, game state, etc.)
628 /// * `ball_frame` - The ball state for this frame
629 /// * `player_frames` - Player state data for all players in this frame
630 ///
631 /// # Returns
632 ///
633 /// Returns a [`SubtrActorResult`] indicating success or failure of the operation.
634 ///
635 /// # Errors
636 ///
637 /// May return a [`SubtrActorError`] if frame data cannot be processed correctly.
638 fn add_frame(
639 &mut self,
640 frame_metadata: MetadataFrame,
641 ball_frame: BallFrame,
642 player_frames: Vec<(PlayerId, PlayerFrame)>,
643 ) -> SubtrActorResult<()> {
644 let frame_index = self.metadata_frames.len();
645 self.metadata_frames.push(frame_metadata);
646 self.ball_data.add_frame(frame_index, ball_frame);
647 for (player_id, frame) in player_frames {
648 self.players
649 .get_entry(player_id)
650 .or_insert_with(PlayerData::new)
651 .add_frame(frame_index, frame)
652 }
653 Ok(())
654 }
655}
656
657/// A collector that extracts comprehensive frame-by-frame data from Rocket League replays.
658///
659/// [`ReplayDataCollector`] implements the [`Collector`] trait to process replay frames
660/// and extract detailed information about ball movement, player actions, and game state.
661/// It builds a complete [`ReplayData`] structure containing all available information
662/// from the replay.
663///
664/// # Usage
665///
666/// The collector is designed to be used with the [`ReplayProcessor`] to extract
667/// comprehensive replay data:
668///
669/// ```rust
670/// use subtr_actor::collector::replay_data::ReplayDataCollector;
671/// use boxcars::ParserBuilder;
672///
673/// let data = std::fs::read("assets/new_boost_format.replay").unwrap();
674/// let replay = ParserBuilder::new(&data).parse().unwrap();
675///
676/// let collector = ReplayDataCollector::new();
677/// let replay_data = collector.get_replay_data(&replay).unwrap();
678///
679/// // Process the extracted data
680/// for (frame_idx, metadata) in replay_data.frame_data.metadata_frames.iter().enumerate() {
681/// println!("Frame {}: Time={:.2}s, Remaining={}s",
682/// frame_idx, metadata.time, metadata.seconds_remaining);
683/// }
684/// ```
685///
686/// # Fields
687///
688/// * `frame_data` - Internal storage for frame-by-frame data during collection
689pub struct ReplayDataCollector {
690 /// Internal storage for frame-by-frame data during collection
691 frame_data: FrameData,
692}
693
694impl Default for ReplayDataCollector {
695 /// Creates a default [`ReplayDataCollector`] instance.
696 ///
697 /// This is equivalent to calling [`ReplayDataCollector::new()`].
698 fn default() -> Self {
699 Self::new()
700 }
701}
702
703impl ReplayDataCollector {
704 /// Creates a new [`ReplayDataCollector`] instance.
705 ///
706 /// # Returns
707 ///
708 /// Returns a new collector ready to process replay frames.
709 pub fn new() -> Self {
710 ReplayDataCollector {
711 frame_data: FrameData::new(),
712 }
713 }
714
715 /// Consumes the collector and returns the collected frame data.
716 ///
717 /// # Returns
718 ///
719 /// Returns the [`FrameData`] containing all processed frame information.
720 pub fn get_frame_data(self) -> FrameData {
721 self.frame_data
722 }
723
724 /// Builds replay data from this collector and an already-processed
725 /// [`ReplayProcessor`].
726 ///
727 /// This keeps replay-data collection composable: callers can run
728 /// [`ReplayDataCollector`] alongside any other collectors with
729 /// [`ReplayProcessor::process_all`] and then decide which enrichments to
730 /// merge into the final payload.
731 pub fn into_replay_data(self, processor: ReplayProcessor<'_>) -> SubtrActorResult<ReplayData> {
732 self.into_replay_data_with_boost_pads(processor, Vec::new())
733 }
734
735 pub fn into_replay_data_with_boost_pads(
736 self,
737 processor: ReplayProcessor<'_>,
738 boost_pads: Vec<ResolvedBoostPad>,
739 ) -> SubtrActorResult<ReplayData> {
740 let meta = processor.get_replay_meta()?;
741 Ok(ReplayData {
742 meta,
743 demolish_infos: processor.demolishes,
744 boost_pad_events: processor.boost_pad_events,
745 boost_pads,
746 touch_events: processor.touch_events,
747 dodge_refreshed_events: processor.dodge_refreshed_events,
748 player_stat_events: processor.player_stat_events,
749 goal_events: processor.goal_events,
750 frame_data: self.get_frame_data(),
751 })
752 }
753
754 /// Processes a replay and returns complete replay data.
755 ///
756 /// This method processes the entire replay using a [`ReplayProcessor`] and
757 /// extracts all available information including frame-by-frame data, metadata,
758 /// and special events like demolitions.
759 ///
760 /// # Arguments
761 ///
762 /// * `replay` - The parsed replay data from the [`boxcars`] library
763 ///
764 /// # Returns
765 ///
766 /// Returns a [`SubtrActorResult`] containing the complete [`ReplayData`] structure
767 /// with all extracted information.
768 ///
769 /// # Errors
770 ///
771 /// Returns a [`SubtrActorError`] if:
772 /// - The replay processor cannot be created
773 /// - Frame processing fails
774 /// - Replay metadata cannot be extracted
775 ///
776 /// # Example
777 ///
778 /// ```rust
779 /// use subtr_actor::collector::replay_data::ReplayDataCollector;
780 /// use boxcars::ParserBuilder;
781 ///
782 /// let data = std::fs::read("assets/new_boost_format.replay").unwrap();
783 /// let replay = ParserBuilder::new(&data).parse().unwrap();
784 ///
785 /// let collector = ReplayDataCollector::new();
786 /// let replay_data = collector.get_replay_data(&replay).unwrap();
787 ///
788 /// println!("Processed {} frames", replay_data.frame_data.frame_count());
789 /// ```
790 pub fn get_replay_data(mut self, replay: &boxcars::Replay) -> SubtrActorResult<ReplayData> {
791 let mut processor = ReplayProcessor::new(replay)?;
792 let mut boost_pad_collector = ResolvedBoostPadCollector::new();
793 processor.process_all(&mut [&mut self, &mut boost_pad_collector])?;
794 self.into_replay_data_with_boost_pads(
795 processor,
796 boost_pad_collector.into_resolved_boost_pads(),
797 )
798 }
799
800 /// Extracts player frame data for all players at the specified time.
801 ///
802 /// This method iterates through all players in the replay and extracts their
803 /// state information at the given time, returning a vector of player frames
804 /// indexed by player ID.
805 ///
806 /// # Arguments
807 ///
808 /// * `processor` - The [`ReplayProcessor`] containing the replay data
809 /// * `current_time` - The time in seconds at which to extract player states
810 ///
811 /// # Returns
812 ///
813 /// Returns a [`SubtrActorResult`] containing a vector of tuples with player IDs
814 /// and their corresponding [`PlayerFrame`] data.
815 ///
816 /// # Errors
817 ///
818 /// Returns a [`SubtrActorError`] if player frame data cannot be extracted.
819 fn get_player_frames(
820 &self,
821 processor: &ReplayProcessor,
822 current_time: f32,
823 ) -> SubtrActorResult<Vec<(PlayerId, PlayerFrame)>> {
824 Ok(processor
825 .iter_player_ids_in_order()
826 .map(|player_id| {
827 (
828 player_id.clone(),
829 PlayerFrame::new_from_processor(processor, player_id, current_time)
830 .unwrap_or(PlayerFrame::Empty),
831 )
832 })
833 .collect())
834 }
835}
836
837impl Collector for ReplayDataCollector {
838 /// Processes a single frame of the replay and extracts all relevant data.
839 ///
840 /// This method is called by the [`ReplayProcessor`] for each frame in the replay.
841 /// It extracts metadata, ball state, and player state information and adds them
842 /// to the internal frame data structure.
843 ///
844 /// # Arguments
845 ///
846 /// * `processor` - The [`ReplayProcessor`] containing the replay data and context
847 /// * `_frame` - The current frame data (unused in this implementation)
848 /// * `_frame_number` - The current frame number (unused in this implementation)
849 /// * `current_time` - The current time in seconds since the start of the replay
850 ///
851 /// # Returns
852 ///
853 /// Returns a [`SubtrActorResult`] containing [`TimeAdvance::NextFrame`] to
854 /// indicate that processing should continue to the next frame.
855 ///
856 /// # Errors
857 ///
858 /// Returns a [`SubtrActorError`] if:
859 /// - Metadata frame cannot be created
860 /// - Player frame data cannot be extracted
861 /// - Frame data cannot be added to the collection
862 fn process_frame(
863 &mut self,
864 processor: &ReplayProcessor,
865 _frame: &boxcars::Frame,
866 _frame_number: usize,
867 current_time: f32,
868 ) -> SubtrActorResult<TimeAdvance> {
869 let metadata_frame = MetadataFrame::new_from_processor(processor, current_time)?;
870 let ball_frame = BallFrame::new_from_processor(processor, current_time);
871 let player_frames = self.get_player_frames(processor, current_time)?;
872 self.frame_data
873 .add_frame(metadata_frame, ball_frame, player_frames)?;
874 Ok(TimeAdvance::NextFrame)
875 }
876}