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subtr_actor/processor/
mod.rs

1use crate::*;
2use boxcars;
3use std::collections::HashMap;
4
5pub mod actor_state;
6pub use actor_state::*;
7
8pub(crate) fn attribute_type_name(attribute: &boxcars::Attribute) -> &'static str {
9    match attribute {
10        boxcars::Attribute::Boolean(_) => "Boolean",
11        boxcars::Attribute::Byte(_) => "Byte",
12        boxcars::Attribute::AppliedDamage(_) => "AppliedDamage",
13        boxcars::Attribute::DamageState(_) => "DamageState",
14        boxcars::Attribute::CamSettings(_) => "CamSettings",
15        boxcars::Attribute::ClubColors(_) => "ClubColors",
16        boxcars::Attribute::Demolish(_) => "Demolish",
17        boxcars::Attribute::DemolishExtended(_) => "DemolishExtended",
18        boxcars::Attribute::DemolishFx(_) => "DemolishFx",
19        boxcars::Attribute::Enum(_) => "Enum",
20        boxcars::Attribute::Explosion(_) => "Explosion",
21        boxcars::Attribute::ExtendedExplosion(_) => "ExtendedExplosion",
22        boxcars::Attribute::FlaggedByte(_, _) => "FlaggedByte",
23        boxcars::Attribute::ActiveActor(_) => "ActiveActor",
24        boxcars::Attribute::Float(_) => "Float",
25        boxcars::Attribute::GameMode(_, _) => "GameMode",
26        boxcars::Attribute::Int(_) => "Int",
27        boxcars::Attribute::Int64(_) => "Int64",
28        boxcars::Attribute::Loadout(_) => "Loadout",
29        boxcars::Attribute::TeamLoadout(_) => "TeamLoadout",
30        boxcars::Attribute::Location(_) => "Location",
31        boxcars::Attribute::MusicStinger(_) => "MusicStinger",
32        boxcars::Attribute::PlayerHistoryKey(_) => "PlayerHistoryKey",
33        boxcars::Attribute::Pickup(_) => "Pickup",
34        boxcars::Attribute::PickupNew(_) => "PickupNew",
35        boxcars::Attribute::QWord(_) => "QWord",
36        boxcars::Attribute::Welded(_) => "Welded",
37        boxcars::Attribute::Title(_, _, _, _, _, _, _, _) => "Title",
38        boxcars::Attribute::TeamPaint(_) => "TeamPaint",
39        boxcars::Attribute::RigidBody(_) => "RigidBody",
40        boxcars::Attribute::String(_) => "String",
41        boxcars::Attribute::UniqueId(_) => "UniqueId",
42        boxcars::Attribute::Reservation(_) => "Reservation",
43        boxcars::Attribute::PartyLeader(_) => "PartyLeader",
44        boxcars::Attribute::PrivateMatch(_) => "PrivateMatch",
45        boxcars::Attribute::LoadoutOnline(_) => "LoadoutOnline",
46        boxcars::Attribute::LoadoutsOnline(_) => "LoadoutsOnline",
47        boxcars::Attribute::StatEvent(_) => "StatEvent",
48        boxcars::Attribute::Rotation(_) => "Rotation",
49        boxcars::Attribute::RepStatTitle(_) => "RepStatTitle",
50        boxcars::Attribute::PickupInfo(_) => "PickupInfo",
51        boxcars::Attribute::Impulse(_) => "Impulse",
52        boxcars::Attribute::ReplicatedBoost(_) => "ReplicatedBoost",
53        boxcars::Attribute::LogoData(_) => "LogoData",
54    }
55}
56
57/// Attempts to match an attribute value with the given type.
58///
59/// # Arguments
60///
61/// * `$value` - An expression that yields the attribute value.
62/// * `$type` - The expected enum path.
63///
64/// If the attribute matches the specified type, it is returned wrapped in an
65/// [`Ok`] variant of a [`Result`]. If the attribute doesn't match, it results in an
66/// [`Err`] variant with a [`SubtrActorError`], specifying the expected type and
67/// the actual type.
68#[macro_export]
69macro_rules! attribute_match {
70    ($value:expr, $type:path $(,)?) => {{
71        let attribute = $value;
72        if let $type(value) = attribute {
73            Ok(value)
74        } else {
75            SubtrActorError::new_result(SubtrActorErrorVariant::UnexpectedAttributeType {
76                expected_type: stringify!($type),
77                actual_type: attribute_type_name(&attribute),
78            })
79        }
80    }};
81}
82
83/// Obtains an attribute from a map and ensures it matches the expected type.
84///
85/// # Arguments
86///
87/// * `$self` - The struct or instance on which the function is invoked.
88/// * `$map` - The data map.
89/// * `$prop` - The attribute key.
90/// * `$type` - The expected enum path.
91#[macro_export]
92macro_rules! get_attribute_errors_expected {
93    ($self:ident, $map:expr, $prop:expr, $type:path) => {
94        $self
95            .get_attribute($map, $prop)
96            .and_then(|found| attribute_match!(found, $type))
97    };
98}
99
100/// Obtains an attribute and its updated status from a map and ensures the
101/// attribute matches the expected type.
102///
103/// # Arguments
104///
105/// * `$self` - The struct or instance on which the function is invoked.
106/// * `$map` - The data map.
107/// * `$prop` - The attribute key.
108/// * `$type` - The expected enum path.
109///
110/// It returns a [`Result`] with a tuple of the matched attribute and its updated
111/// status, after invoking [`attribute_match!`] on the found attribute.
112macro_rules! get_attribute_and_updated {
113    ($self:ident, $map:expr, $prop:expr, $type:path) => {
114        $self
115            .get_attribute_and_updated($map, $prop)
116            .and_then(|(found, updated)| attribute_match!(found, $type).map(|v| (v, updated)))
117    };
118}
119
120/// Obtains an actor attribute and ensures it matches the expected type.
121///
122/// # Arguments
123///
124/// * `$self` - The struct or instance on which the function is invoked.
125/// * `$actor` - The actor identifier.
126/// * `$prop` - The attribute key.
127/// * `$type` - The expected enum path.
128macro_rules! get_actor_attribute_matching {
129    ($self:ident, $actor:expr, $prop:expr, $type:path) => {
130        $self
131            .get_actor_attribute($actor, $prop)
132            .and_then(|found| attribute_match!(found, $type))
133    };
134}
135
136/// Obtains a derived attribute from a map and ensures it matches the expected
137/// type.
138///
139/// # Arguments
140///
141/// * `$map` - The data map.
142/// * `$key` - The attribute key.
143/// * `$type` - The expected enum path.
144macro_rules! get_derived_attribute {
145    ($map:expr, $key:expr, $type:path) => {
146        $map.get($key)
147            .ok_or_else(|| {
148                SubtrActorError::new(SubtrActorErrorVariant::DerivedKeyValueNotFound {
149                    name: $key.to_string(),
150                })
151            })
152            .and_then(|found| attribute_match!(&found.0, $type))
153    };
154}
155
156fn get_actor_id_from_active_actor<T>(
157    _: T,
158    active_actor: &boxcars::ActiveActor,
159) -> boxcars::ActorId {
160    active_actor.actor
161}
162
163fn use_update_actor<T>(id: boxcars::ActorId, _: T) -> boxcars::ActorId {
164    id
165}
166
167#[derive(Clone, Copy, Default)]
168struct CachedObjectIds {
169    player_type: Option<boxcars::ObjectId>,
170    car_type: Option<boxcars::ObjectId>,
171    boost_type: Option<boxcars::ObjectId>,
172    dodge_type: Option<boxcars::ObjectId>,
173    jump_type: Option<boxcars::ObjectId>,
174    double_jump_type: Option<boxcars::ObjectId>,
175    unique_id: Option<boxcars::ObjectId>,
176    team: Option<boxcars::ObjectId>,
177    bot: Option<boxcars::ObjectId>,
178    player_replication: Option<boxcars::ObjectId>,
179    vehicle: Option<boxcars::ObjectId>,
180    boost_replicated: Option<boxcars::ObjectId>,
181    boost_amount: Option<boxcars::ObjectId>,
182    component_active: Option<boxcars::ObjectId>,
183    seconds_remaining: Option<boxcars::ObjectId>,
184    replicated_state_name: Option<boxcars::ObjectId>,
185    replicated_game_state_time_remaining: Option<boxcars::ObjectId>,
186    ball_has_been_hit: Option<boxcars::ObjectId>,
187    ball_hit_team_num: Option<boxcars::ObjectId>,
188    dodges_refreshed_counter: Option<boxcars::ObjectId>,
189}
190
191impl CachedObjectIds {
192    fn from_name_map(name_to_object_id: &HashMap<String, boxcars::ObjectId>) -> Self {
193        let cached = |name| name_to_object_id.get(name).copied();
194        Self {
195            player_type: cached(PLAYER_TYPE),
196            car_type: cached(CAR_TYPE),
197            boost_type: cached(BOOST_TYPE),
198            dodge_type: cached(DODGE_TYPE),
199            jump_type: cached(JUMP_TYPE),
200            double_jump_type: cached(DOUBLE_JUMP_TYPE),
201            unique_id: cached(UNIQUE_ID_KEY),
202            team: cached(TEAM_KEY),
203            bot: cached(BOT_KEY),
204            player_replication: cached(PLAYER_REPLICATION_KEY),
205            vehicle: cached(VEHICLE_KEY),
206            boost_replicated: cached(BOOST_REPLICATED_KEY),
207            boost_amount: cached(BOOST_AMOUNT_KEY),
208            component_active: cached(COMPONENT_ACTIVE_KEY),
209            seconds_remaining: cached(SECONDS_REMAINING_KEY),
210            replicated_state_name: cached(REPLICATED_STATE_NAME_KEY),
211            replicated_game_state_time_remaining: cached(REPLICATED_GAME_STATE_TIME_REMAINING_KEY),
212            ball_has_been_hit: cached(BALL_HAS_BEEN_HIT_KEY),
213            ball_hit_team_num: cached(BALL_HIT_TEAM_NUM_KEY),
214            dodges_refreshed_counter: cached(DODGES_REFRESHED_COUNTER_KEY),
215        }
216    }
217}
218
219mod bootstrap;
220mod debug;
221mod queries;
222mod updaters;
223
224/// The [`ReplayProcessor`] struct is a pivotal component in `subtr-actor`'s
225/// replay parsing pipeline. It is designed to process and traverse an actor
226/// graph of a Rocket League replay, and expose methods for collectors to gather
227/// specific data points as it progresses through the replay.
228///
229/// The processor pushes frames from a replay through an [`ActorStateModeler`],
230/// which models the state all actors in the replay at a given point in time.
231/// The [`ReplayProcessor`] also maintains various mappings to allow efficient
232/// lookup and traversal of the actor graph, thus assisting [`Collector`]
233/// instances in their data accumulation tasks.
234///
235/// The primary method of this struct is [`process`](ReplayProcessor::process),
236/// which takes a collector and processes the replay. As it traverses the
237/// replay, it calls the [`Collector::process_frame`] method of the passed
238/// collector, passing the current frame along with its contextual data. This
239/// allows the collector to extract specific data from each frame as needed.
240///
241/// The [`ReplayProcessor`] also provides a number of helper methods for
242/// navigating the actor graph and extracting information, such as
243/// [`get_ball_rigid_body`](ReplayProcessor::get_ball_rigid_body),
244/// [`get_player_name`](ReplayProcessor::get_player_name),
245/// [`get_player_team_key`](ReplayProcessor::get_player_team_key),
246/// [`get_player_is_team_0`](ReplayProcessor::get_player_is_team_0), and
247/// [`get_player_rigid_body`](ReplayProcessor::get_player_rigid_body).
248///
249/// # See Also
250///
251/// * [`ActorStateModeler`]: A struct used to model the states of multiple
252///   actors at a given point in time.
253/// * [`Collector`]: A trait implemented by objects that wish to collect data as
254///   the `ReplayProcessor` processes a replay.
255pub struct ReplayProcessor<'a> {
256    /// The replay currently being traversed.
257    pub replay: &'a boxcars::Replay,
258    spatial_normalization_factor: f32,
259    rigid_body_velocity_normalization_factor: f32,
260    uses_legacy_rigid_body_rotation: bool,
261    cached_object_ids: CachedObjectIds,
262    is_boost_pad_object: Vec<bool>,
263    /// Modeled actor state for the current replay frame.
264    pub actor_state: ActorStateModeler,
265    /// Mapping from object ids to their replay object names.
266    pub object_id_to_name: HashMap<boxcars::ObjectId, String>,
267    /// Reverse lookup from replay object names to object ids.
268    pub name_to_object_id: HashMap<String, boxcars::ObjectId>,
269    /// Cached actor id for the replay ball when known.
270    pub ball_actor_id: Option<boxcars::ActorId>,
271    /// Stable ordering of team 0 players.
272    pub team_zero: Vec<PlayerId>,
273    /// Stable ordering of team 1 players.
274    pub team_one: Vec<PlayerId>,
275    /// Mapping from player ids to their player-controller actor ids.
276    pub player_to_actor_id: HashMap<PlayerId, boxcars::ActorId>,
277    /// Mapping from player-controller actors to car actors.
278    pub player_to_car: HashMap<boxcars::ActorId, boxcars::ActorId>,
279    /// Mapping from player-controller actors to team actors.
280    pub player_to_team: HashMap<boxcars::ActorId, boxcars::ActorId>,
281    /// Reverse mapping from car actors to player-controller actors.
282    pub car_to_player: HashMap<boxcars::ActorId, boxcars::ActorId>,
283    /// Mapping from car actors to boost component actors.
284    pub car_to_boost: HashMap<boxcars::ActorId, boxcars::ActorId>,
285    /// Mapping from car actors to jump component actors.
286    pub car_to_jump: HashMap<boxcars::ActorId, boxcars::ActorId>,
287    /// Mapping from car actors to double-jump component actors.
288    pub car_to_double_jump: HashMap<boxcars::ActorId, boxcars::ActorId>,
289    /// Mapping from car actors to dodge component actors.
290    pub car_to_dodge: HashMap<boxcars::ActorId, boxcars::ActorId>,
291    /// All boost-pad events observed so far in the replay.
292    pub boost_pad_events: Vec<BoostPadEvent>,
293    current_frame_boost_pad_events: Vec<BoostPadEvent>,
294    boost_pad_pickup_sequence_times: HashMap<(String, u8), f32>,
295    /// All touch events observed so far in the replay.
296    pub touch_events: Vec<TouchEvent>,
297    current_frame_touch_events: Vec<TouchEvent>,
298    /// All dodge-refresh events observed so far in the replay.
299    pub dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
300    current_frame_dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
301    dodge_refreshed_counters: HashMap<PlayerId, i32>,
302    /// All goal events observed so far in the replay.
303    pub goal_events: Vec<GoalEvent>,
304    current_frame_goal_events: Vec<GoalEvent>,
305    /// All shot/save/assist-style stat events observed so far in the replay.
306    pub player_stat_events: Vec<PlayerStatEvent>,
307    current_frame_player_stat_events: Vec<PlayerStatEvent>,
308    player_stat_counters: HashMap<(PlayerId, PlayerStatEventKind), i32>,
309    /// All demolishes observed so far in the replay.
310    pub demolishes: Vec<DemolishInfo>,
311    known_demolishes: Vec<(DemolishAttribute, usize)>,
312    demolish_format: Option<DemolishFormat>,
313    kickoff_phase_active_last_frame: bool,
314}
315
316impl<'a> ReplayProcessor<'a> {
317    const LEGACY_RIGID_BODY_NET_VERSION_CUTOFF: i32 = 5;
318    const LEGACY_RIGID_BODY_ROTATION_NET_VERSION_CUTOFF: i32 = 7;
319    const LEGACY_RIGID_BODY_LOCATION_FACTOR: f32 = 100.0;
320    const LEGACY_RIGID_BODY_VELOCITY_FACTOR: f32 = 10.0;
321
322    fn uses_legacy_rigid_body_vector_scale(net_version: Option<i32>) -> bool {
323        net_version.is_none_or(|version| version < Self::LEGACY_RIGID_BODY_NET_VERSION_CUTOFF)
324    }
325
326    fn uses_legacy_rigid_body_rotation_for_net_version(net_version: Option<i32>) -> bool {
327        net_version
328            .is_none_or(|version| version < Self::LEGACY_RIGID_BODY_ROTATION_NET_VERSION_CUTOFF)
329    }
330
331    fn rigid_body_location_normalization_factor_for_net_version(net_version: Option<i32>) -> f32 {
332        if Self::uses_legacy_rigid_body_vector_scale(net_version) {
333            Self::LEGACY_RIGID_BODY_LOCATION_FACTOR
334        } else {
335            1.0
336        }
337    }
338
339    fn rigid_body_velocity_normalization_factor_for_net_version(net_version: Option<i32>) -> f32 {
340        if Self::uses_legacy_rigid_body_vector_scale(net_version) {
341            Self::LEGACY_RIGID_BODY_VELOCITY_FACTOR
342        } else {
343            1.0
344        }
345    }
346
347    /// Constructs a new [`ReplayProcessor`] instance with the provided replay.
348    ///
349    /// # Arguments
350    ///
351    /// * `replay` - A reference to the [`boxcars::Replay`] to be processed.
352    ///
353    /// # Returns
354    ///
355    /// Returns a [`SubtrActorResult`] of [`ReplayProcessor`]. In the process of
356    /// initialization, the [`ReplayProcessor`]: - Maps each object id in the
357    /// replay to its corresponding name. - Initializes empty state and
358    /// attribute maps. - Sets the player order from either replay headers or
359    /// frames, if available.
360    pub fn new(replay: &'a boxcars::Replay) -> SubtrActorResult<Self> {
361        let mut object_id_to_name = HashMap::new();
362        let mut name_to_object_id = HashMap::new();
363        let spatial_normalization_factor =
364            Self::rigid_body_location_normalization_factor_for_net_version(replay.net_version);
365        let rigid_body_velocity_normalization_factor =
366            Self::rigid_body_velocity_normalization_factor_for_net_version(replay.net_version);
367        let uses_legacy_rigid_body_rotation =
368            Self::uses_legacy_rigid_body_rotation_for_net_version(replay.net_version);
369        for (id, name) in replay.objects.iter().enumerate() {
370            let object_id = boxcars::ObjectId(id as i32);
371            object_id_to_name.insert(object_id, name.clone());
372            name_to_object_id.insert(name.clone(), object_id);
373        }
374        let cached_object_ids = CachedObjectIds::from_name_map(&name_to_object_id);
375        let mut processor = Self {
376            actor_state: ActorStateModeler::new(),
377            replay,
378            spatial_normalization_factor,
379            rigid_body_velocity_normalization_factor,
380            uses_legacy_rigid_body_rotation,
381            cached_object_ids,
382            is_boost_pad_object: replay
383                .objects
384                .iter()
385                .map(|name| name.contains("VehiclePickup_Boost_TA"))
386                .collect(),
387            object_id_to_name,
388            name_to_object_id,
389            team_zero: Vec::new(),
390            team_one: Vec::new(),
391            ball_actor_id: None,
392            player_to_car: HashMap::new(),
393            player_to_team: HashMap::new(),
394            player_to_actor_id: HashMap::new(),
395            car_to_player: HashMap::new(),
396            car_to_boost: HashMap::new(),
397            car_to_jump: HashMap::new(),
398            car_to_double_jump: HashMap::new(),
399            car_to_dodge: HashMap::new(),
400            boost_pad_events: Vec::new(),
401            current_frame_boost_pad_events: Vec::new(),
402            boost_pad_pickup_sequence_times: HashMap::new(),
403            touch_events: Vec::new(),
404            current_frame_touch_events: Vec::new(),
405            dodge_refreshed_events: Vec::new(),
406            current_frame_dodge_refreshed_events: Vec::new(),
407            dodge_refreshed_counters: HashMap::new(),
408            goal_events: Vec::new(),
409            current_frame_goal_events: Vec::new(),
410            player_stat_events: Vec::new(),
411            current_frame_player_stat_events: Vec::new(),
412            player_stat_counters: HashMap::new(),
413            demolishes: Vec::new(),
414            known_demolishes: Vec::new(),
415            demolish_format: None,
416            kickoff_phase_active_last_frame: false,
417        };
418        processor
419            .set_player_order_from_headers()
420            .or_else(|_| processor.set_player_order_from_frames())?;
421
422        Ok(processor)
423    }
424
425    /// Returns the scale factor applied when normalizing replay spatial values.
426    pub fn spatial_normalization_factor(&self) -> f32 {
427        self.spatial_normalization_factor
428    }
429
430    /// Returns the scale factor applied when normalizing rigid-body linear and angular velocity.
431    pub fn rigid_body_velocity_normalization_factor(&self) -> f32 {
432        self.rigid_body_velocity_normalization_factor
433    }
434
435    fn sync_player_order_from_known_mappings(&mut self) {
436        let player_ids: Vec<_> = self.player_to_actor_id.keys().cloned().collect();
437        for player_id in player_ids {
438            let already_ordered =
439                self.team_zero.contains(&player_id) || self.team_one.contains(&player_id);
440            if already_ordered {
441                continue;
442            }
443
444            let Ok(is_team_0) = self.get_player_is_team_0(&player_id) else {
445                continue;
446            };
447            if is_team_0 {
448                self.team_zero.push(player_id);
449            } else {
450                self.team_one.push(player_id);
451            }
452        }
453    }
454
455    pub(crate) fn insert_player_actor_id(
456        &mut self,
457        player_id: PlayerId,
458        actor_id: boxcars::ActorId,
459    ) {
460        let stale_player_ids = self
461            .player_to_actor_id
462            .iter()
463            .filter(|(existing_player_id, existing_actor_id)| {
464                **existing_actor_id == actor_id && **existing_player_id != player_id
465            })
466            .map(|(existing_player_id, _existing_actor_id)| existing_player_id.clone())
467            .collect::<Vec<_>>();
468
469        for stale_player_id in stale_player_ids {
470            self.player_to_actor_id.remove(&stale_player_id);
471            self.team_zero
472                .retain(|ordered_player_id| ordered_player_id != &stale_player_id);
473            self.team_one
474                .retain(|ordered_player_id| ordered_player_id != &stale_player_id);
475        }
476
477        self.player_to_actor_id.insert(player_id, actor_id);
478    }
479
480    fn normalize_vector_by_factor(
481        &self,
482        vector: boxcars::Vector3f,
483        factor: f32,
484    ) -> boxcars::Vector3f {
485        if (factor - 1.0).abs() < f32::EPSILON {
486            vector
487        } else {
488            boxcars::Vector3f {
489                x: vector.x * factor,
490                y: vector.y * factor,
491                z: vector.z * factor,
492            }
493        }
494    }
495
496    fn normalize_vector(&self, vector: boxcars::Vector3f) -> boxcars::Vector3f {
497        self.normalize_vector_by_factor(vector, self.spatial_normalization_factor)
498    }
499
500    fn normalize_rigid_body_velocity(&self, vector: boxcars::Vector3f) -> boxcars::Vector3f {
501        self.normalize_vector_by_factor(vector, self.rigid_body_velocity_normalization_factor)
502    }
503
504    fn normalize_optional_rigid_body_velocity(
505        &self,
506        vector: Option<boxcars::Vector3f>,
507    ) -> Option<boxcars::Vector3f> {
508        vector.map(|value| self.normalize_rigid_body_velocity(value))
509    }
510
511    fn normalize_rigid_body_rotation(&self, rotation: boxcars::Quaternion) -> boxcars::Quaternion {
512        if !self.uses_legacy_rigid_body_rotation {
513            return rotation;
514        }
515
516        // Older replays store rigid-body rotation as fixed compressed
517        // (pitch, yaw, roll), not as the modern quaternion shape. The decoded
518        // legacy roll component is opposite the modern angular-velocity sign.
519        let normalized = glam::Quat::from_euler(
520            glam::EulerRot::ZYX,
521            rotation.y * std::f32::consts::PI,
522            rotation.x * std::f32::consts::PI,
523            -rotation.z * std::f32::consts::PI,
524        );
525        boxcars::Quaternion {
526            x: normalized.x,
527            y: normalized.y,
528            z: normalized.z,
529            w: normalized.w,
530        }
531    }
532
533    fn normalize_rigid_body(&self, rigid_body: &boxcars::RigidBody) -> boxcars::RigidBody {
534        if (self.spatial_normalization_factor - 1.0).abs() < f32::EPSILON
535            && (self.rigid_body_velocity_normalization_factor - 1.0).abs() < f32::EPSILON
536            && !self.uses_legacy_rigid_body_rotation
537        {
538            *rigid_body
539        } else {
540            boxcars::RigidBody {
541                sleeping: rigid_body.sleeping,
542                location: self.normalize_vector(rigid_body.location),
543                rotation: self.normalize_rigid_body_rotation(rigid_body.rotation),
544                linear_velocity: self
545                    .normalize_optional_rigid_body_velocity(rigid_body.linear_velocity),
546                angular_velocity: self
547                    .normalize_optional_rigid_body_velocity(rigid_body.angular_velocity),
548            }
549        }
550    }
551
552    fn required_cached_object_id(
553        &self,
554        object_id: Option<boxcars::ObjectId>,
555        name: &'static str,
556    ) -> SubtrActorResult<boxcars::ObjectId> {
557        object_id
558            .ok_or_else(|| SubtrActorError::new(SubtrActorErrorVariant::ObjectIdNotFound { name }))
559    }
560
561    /// [`Self::process`] takes a [`Collector`] as an argument and iterates over
562    /// each frame in the replay, updating the internal state of the processor
563    /// and other relevant mappings based on the current frame.
564    ///
565    /// After each a frame is processed, [`Collector::process_frame`] of the
566    /// collector is called. The [`TimeAdvance`] return value of this call into
567    /// [`Collector::process_frame`] is used to determine what happens next: in
568    /// the case of [`TimeAdvance::Time`], the notion of current time is
569    /// advanced by the provided amount, and only the timestamp of the frame is
570    /// exceeded, do we process the next frame. This mechanism allows fine
571    /// grained control of frame processing, and the frequency of invocations of
572    /// the [`Collector`]. If time is advanced by less than the delay between
573    /// frames, the collector will be called more than once per frame, and can
574    /// use functions like [`Self::get_interpolated_player_rigid_body`] to get
575    /// values that are interpolated between frames. Its also possible to skip
576    /// over frames by providing time advance values that are sufficiently
577    /// large.
578    ///
579    /// At the end of processing, it checks to make sure that no unknown players
580    /// were encountered during the replay. If any unknown players are found, an
581    /// error is returned.
582    pub fn process<H: Collector>(&mut self, handler: &mut H) -> SubtrActorResult<()> {
583        // Initially, we set target_time to NextFrame to ensure the collector
584        // will process the first frame.
585        let mut target_time = TimeAdvance::NextFrame;
586        for (index, frame) in self
587            .replay
588            .network_frames
589            .as_ref()
590            .ok_or(SubtrActorError::new(
591                SubtrActorErrorVariant::NoNetworkFrames,
592            ))?
593            .frames
594            .iter()
595            .enumerate()
596        {
597            // Update the internal state of the processor based on the current frame
598            self.actor_state.process_frame(frame, index)?;
599            self.update_mappings(frame)?;
600            self.update_ball_id(frame)?;
601            self.update_boost_amounts(frame, index)?;
602            self.update_boost_pad_events(frame, index)?;
603            self.update_touch_events(frame, index)?;
604            self.update_dodge_refreshed_events(frame, index)?;
605            self.update_goal_events(frame, index)?;
606            self.update_player_stat_events(frame, index)?;
607            self.update_demolishes(frame, index)?;
608
609            // Get the time to process for this frame. If target_time is set to
610            // NextFrame, we use the time of the current frame.
611            let mut current_time = match &target_time {
612                TimeAdvance::Time(t) => *t,
613                TimeAdvance::NextFrame => frame.time,
614            };
615
616            while current_time <= frame.time {
617                // Call the handler to process the frame and get the time for
618                // the next frame the handler wants to process
619                target_time = handler.process_frame(self, frame, index, current_time)?;
620                // If the handler specified a specific time, update current_time
621                // to that time. If the handler specified NextFrame, we break
622                // out of the loop to move on to the next frame in the replay.
623                // This design allows the handler to have control over the frame
624                // rate, including the possibility of skipping frames.
625                if let TimeAdvance::Time(new_target) = target_time {
626                    current_time = new_target;
627                } else {
628                    break;
629                }
630            }
631        }
632        handler.finish_replay(self)?;
633        Ok(())
634    }
635
636    /// Process multiple collectors simultaneously over the same replay frames.
637    ///
638    /// All collectors receive the same frame data for each frame. This is useful
639    /// when you have multiple independent collectors that each gather different
640    /// aspects of replay data.
641    ///
642    /// Note: This method always advances frame-by-frame. If collectors return
643    /// [`TimeAdvance::Time`] values, those are ignored.
644    pub fn process_all(&mut self, collectors: &mut [&mut dyn Collector]) -> SubtrActorResult<()> {
645        for (index, frame) in self
646            .replay
647            .network_frames
648            .as_ref()
649            .ok_or(SubtrActorError::new(
650                SubtrActorErrorVariant::NoNetworkFrames,
651            ))?
652            .frames
653            .iter()
654            .enumerate()
655        {
656            self.actor_state.process_frame(frame, index)?;
657            self.update_mappings(frame)?;
658            self.update_ball_id(frame)?;
659            self.update_boost_amounts(frame, index)?;
660            self.update_boost_pad_events(frame, index)?;
661            self.update_touch_events(frame, index)?;
662            self.update_dodge_refreshed_events(frame, index)?;
663            self.update_goal_events(frame, index)?;
664            self.update_player_stat_events(frame, index)?;
665            self.update_demolishes(frame, index)?;
666
667            for collector in collectors.iter_mut() {
668                collector.process_frame(self, frame, index, frame.time)?;
669            }
670        }
671        for collector in collectors.iter_mut() {
672            collector.finish_replay(self)?;
673        }
674        Ok(())
675    }
676
677    /// Reset the state of the [`ReplayProcessor`].
678    pub fn reset(&mut self) {
679        self.ball_actor_id = None;
680        // Keep bootstrapped player/car mappings. Some old replays expose
681        // player identity late during bootstrap, but the actor ids are already
682        // valid for earlier frames once frame processing restarts.
683        self.actor_state = ActorStateModeler::new();
684        self.boost_pad_events = Vec::new();
685        self.current_frame_boost_pad_events = Vec::new();
686        self.boost_pad_pickup_sequence_times = HashMap::new();
687        self.touch_events = Vec::new();
688        self.current_frame_touch_events = Vec::new();
689        self.dodge_refreshed_events = Vec::new();
690        self.current_frame_dodge_refreshed_events = Vec::new();
691        self.dodge_refreshed_counters = HashMap::new();
692        self.goal_events = Vec::new();
693        self.current_frame_goal_events = Vec::new();
694        self.player_stat_events = Vec::new();
695        self.current_frame_player_stat_events = Vec::new();
696        self.player_stat_counters = HashMap::new();
697        self.demolishes = Vec::new();
698        self.known_demolishes = Vec::new();
699        self.demolish_format = None;
700        self.kickoff_phase_active_last_frame = false;
701    }
702}
703
704#[cfg(test)]
705#[path = "mod_tests.rs"]
706mod tests;