Expand description
The replay-walking core: model actor state from raw boxcars frames and
track derived gameplay events.
ReplayProcessor is the heart of the crate. Construct it from a parsed
boxcars::Replay, then drive a Collector over it
with process /
process_all. As it advances through the
network frames it maintains modeled actor state,
resolves player/car/ball relationships, and records derived events such as
touches, boost-pad pickups, dodge refreshes, goals, demolishes, and player
stat changes.
Collectors observe the processor through the read-only
ProcessorView interface, which exposes the queries
defined across this module (player lookups, rigid bodies, boost amounts,
etc.).
§Per-frame updaters
The processor’s frame loop applies a fixed sequence of updaters — each an
impl ReplayProcessor method block in the updaters submodule (boost,
goals, demolishes, camera, player stats, tracking, mappings). They are
invoked in order on every frame; there is no central registry beyond that
call sequence in the frame loop.
Re-exports§
pub use actor_state::*;pub use view::*;
Modules§
Structs§
- Replay
Processor - The
ReplayProcessorstruct is a pivotal component insubtr-actor’s replay parsing pipeline. It is designed to process and traverse an actor graph of a Rocket League replay, and expose methods for collectors to gather specific data points as it progresses through the replay.