Skip to main content

Module processor

Module processor 

Source
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§

actor_state
view

Structs§

ReplayProcessor
The ReplayProcessor struct is a pivotal component in subtr-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.