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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    player_replication: Option<boxcars::ObjectId>,
178    vehicle: Option<boxcars::ObjectId>,
179    boost_replicated: Option<boxcars::ObjectId>,
180    boost_amount: Option<boxcars::ObjectId>,
181    component_active: Option<boxcars::ObjectId>,
182    seconds_remaining: Option<boxcars::ObjectId>,
183    replicated_state_name: Option<boxcars::ObjectId>,
184    replicated_game_state_time_remaining: Option<boxcars::ObjectId>,
185    ball_has_been_hit: Option<boxcars::ObjectId>,
186    ball_hit_team_num: Option<boxcars::ObjectId>,
187    dodges_refreshed_counter: Option<boxcars::ObjectId>,
188}
189
190impl CachedObjectIds {
191    fn from_name_map(name_to_object_id: &HashMap<String, boxcars::ObjectId>) -> Self {
192        let cached = |name| name_to_object_id.get(name).copied();
193        Self {
194            player_type: cached(PLAYER_TYPE),
195            car_type: cached(CAR_TYPE),
196            boost_type: cached(BOOST_TYPE),
197            dodge_type: cached(DODGE_TYPE),
198            jump_type: cached(JUMP_TYPE),
199            double_jump_type: cached(DOUBLE_JUMP_TYPE),
200            unique_id: cached(UNIQUE_ID_KEY),
201            team: cached(TEAM_KEY),
202            player_replication: cached(PLAYER_REPLICATION_KEY),
203            vehicle: cached(VEHICLE_KEY),
204            boost_replicated: cached(BOOST_REPLICATED_KEY),
205            boost_amount: cached(BOOST_AMOUNT_KEY),
206            component_active: cached(COMPONENT_ACTIVE_KEY),
207            seconds_remaining: cached(SECONDS_REMAINING_KEY),
208            replicated_state_name: cached(REPLICATED_STATE_NAME_KEY),
209            replicated_game_state_time_remaining: cached(REPLICATED_GAME_STATE_TIME_REMAINING_KEY),
210            ball_has_been_hit: cached(BALL_HAS_BEEN_HIT_KEY),
211            ball_hit_team_num: cached(BALL_HIT_TEAM_NUM_KEY),
212            dodges_refreshed_counter: cached(DODGES_REFRESHED_COUNTER_KEY),
213        }
214    }
215}
216
217mod bootstrap;
218mod debug;
219mod queries;
220mod updaters;
221
222/// The [`ReplayProcessor`] struct is a pivotal component in `subtr-actor`'s
223/// replay parsing pipeline. It is designed to process and traverse an actor
224/// graph of a Rocket League replay, and expose methods for collectors to gather
225/// specific data points as it progresses through the replay.
226///
227/// The processor pushes frames from a replay through an [`ActorStateModeler`],
228/// which models the state all actors in the replay at a given point in time.
229/// The [`ReplayProcessor`] also maintains various mappings to allow efficient
230/// lookup and traversal of the actor graph, thus assisting [`Collector`]
231/// instances in their data accumulation tasks.
232///
233/// The primary method of this struct is [`process`](ReplayProcessor::process),
234/// which takes a collector and processes the replay. As it traverses the
235/// replay, it calls the [`Collector::process_frame`] method of the passed
236/// collector, passing the current frame along with its contextual data. This
237/// allows the collector to extract specific data from each frame as needed.
238///
239/// The [`ReplayProcessor`] also provides a number of helper methods for
240/// navigating the actor graph and extracting information, such as
241/// [`get_ball_rigid_body`](ReplayProcessor::get_ball_rigid_body),
242/// [`get_player_name`](ReplayProcessor::get_player_name),
243/// [`get_player_team_key`](ReplayProcessor::get_player_team_key),
244/// [`get_player_is_team_0`](ReplayProcessor::get_player_is_team_0), and
245/// [`get_player_rigid_body`](ReplayProcessor::get_player_rigid_body).
246///
247/// # See Also
248///
249/// * [`ActorStateModeler`]: A struct used to model the states of multiple
250///   actors at a given point in time.
251/// * [`Collector`]: A trait implemented by objects that wish to collect data as
252///   the `ReplayProcessor` processes a replay.
253pub struct ReplayProcessor<'a> {
254    /// The replay currently being traversed.
255    pub replay: &'a boxcars::Replay,
256    spatial_normalization_factor: f32,
257    rigid_body_velocity_normalization_factor: f32,
258    uses_legacy_rigid_body_rotation: bool,
259    cached_object_ids: CachedObjectIds,
260    is_boost_pad_object: Vec<bool>,
261    /// Modeled actor state for the current replay frame.
262    pub actor_state: ActorStateModeler,
263    /// Mapping from object ids to their replay object names.
264    pub object_id_to_name: HashMap<boxcars::ObjectId, String>,
265    /// Reverse lookup from replay object names to object ids.
266    pub name_to_object_id: HashMap<String, boxcars::ObjectId>,
267    /// Cached actor id for the replay ball when known.
268    pub ball_actor_id: Option<boxcars::ActorId>,
269    /// Stable ordering of team 0 players.
270    pub team_zero: Vec<PlayerId>,
271    /// Stable ordering of team 1 players.
272    pub team_one: Vec<PlayerId>,
273    /// Mapping from player ids to their player-controller actor ids.
274    pub player_to_actor_id: HashMap<PlayerId, boxcars::ActorId>,
275    /// Mapping from player-controller actors to car actors.
276    pub player_to_car: HashMap<boxcars::ActorId, boxcars::ActorId>,
277    /// Mapping from player-controller actors to team actors.
278    pub player_to_team: HashMap<boxcars::ActorId, boxcars::ActorId>,
279    /// Reverse mapping from car actors to player-controller actors.
280    pub car_to_player: HashMap<boxcars::ActorId, boxcars::ActorId>,
281    /// Mapping from car actors to boost component actors.
282    pub car_to_boost: HashMap<boxcars::ActorId, boxcars::ActorId>,
283    /// Mapping from car actors to jump component actors.
284    pub car_to_jump: HashMap<boxcars::ActorId, boxcars::ActorId>,
285    /// Mapping from car actors to double-jump component actors.
286    pub car_to_double_jump: HashMap<boxcars::ActorId, boxcars::ActorId>,
287    /// Mapping from car actors to dodge component actors.
288    pub car_to_dodge: HashMap<boxcars::ActorId, boxcars::ActorId>,
289    /// All boost-pad events observed so far in the replay.
290    pub boost_pad_events: Vec<BoostPadEvent>,
291    current_frame_boost_pad_events: Vec<BoostPadEvent>,
292    /// All touch events observed so far in the replay.
293    pub touch_events: Vec<TouchEvent>,
294    current_frame_touch_events: Vec<TouchEvent>,
295    /// All dodge-refresh events observed so far in the replay.
296    pub dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
297    current_frame_dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
298    dodge_refreshed_counters: HashMap<PlayerId, i32>,
299    /// All goal events observed so far in the replay.
300    pub goal_events: Vec<GoalEvent>,
301    current_frame_goal_events: Vec<GoalEvent>,
302    /// All shot/save/assist-style stat events observed so far in the replay.
303    pub player_stat_events: Vec<PlayerStatEvent>,
304    current_frame_player_stat_events: Vec<PlayerStatEvent>,
305    player_stat_counters: HashMap<(PlayerId, PlayerStatEventKind), i32>,
306    /// All demolishes observed so far in the replay.
307    pub demolishes: Vec<DemolishInfo>,
308    known_demolishes: Vec<(DemolishAttribute, usize)>,
309    demolish_format: Option<DemolishFormat>,
310    kickoff_phase_active_last_frame: bool,
311}
312
313impl<'a> ReplayProcessor<'a> {
314    const LEGACY_RIGID_BODY_NET_VERSION_CUTOFF: i32 = 5;
315    const LEGACY_RIGID_BODY_ROTATION_NET_VERSION_CUTOFF: i32 = 7;
316    const LEGACY_RIGID_BODY_LOCATION_FACTOR: f32 = 100.0;
317    const LEGACY_RIGID_BODY_VELOCITY_FACTOR: f32 = 10.0;
318
319    fn uses_legacy_rigid_body_vector_scale(net_version: Option<i32>) -> bool {
320        net_version.is_none_or(|version| version < Self::LEGACY_RIGID_BODY_NET_VERSION_CUTOFF)
321    }
322
323    fn uses_legacy_rigid_body_rotation_for_net_version(net_version: Option<i32>) -> bool {
324        net_version
325            .is_none_or(|version| version < Self::LEGACY_RIGID_BODY_ROTATION_NET_VERSION_CUTOFF)
326    }
327
328    fn rigid_body_location_normalization_factor_for_net_version(net_version: Option<i32>) -> f32 {
329        if Self::uses_legacy_rigid_body_vector_scale(net_version) {
330            Self::LEGACY_RIGID_BODY_LOCATION_FACTOR
331        } else {
332            1.0
333        }
334    }
335
336    fn rigid_body_velocity_normalization_factor_for_net_version(net_version: Option<i32>) -> f32 {
337        if Self::uses_legacy_rigid_body_vector_scale(net_version) {
338            Self::LEGACY_RIGID_BODY_VELOCITY_FACTOR
339        } else {
340            1.0
341        }
342    }
343
344    /// Constructs a new [`ReplayProcessor`] instance with the provided replay.
345    ///
346    /// # Arguments
347    ///
348    /// * `replay` - A reference to the [`boxcars::Replay`] to be processed.
349    ///
350    /// # Returns
351    ///
352    /// Returns a [`SubtrActorResult`] of [`ReplayProcessor`]. In the process of
353    /// initialization, the [`ReplayProcessor`]: - Maps each object id in the
354    /// replay to its corresponding name. - Initializes empty state and
355    /// attribute maps. - Sets the player order from either replay headers or
356    /// frames, if available.
357    pub fn new(replay: &'a boxcars::Replay) -> SubtrActorResult<Self> {
358        let mut object_id_to_name = HashMap::new();
359        let mut name_to_object_id = HashMap::new();
360        let spatial_normalization_factor =
361            Self::rigid_body_location_normalization_factor_for_net_version(replay.net_version);
362        let rigid_body_velocity_normalization_factor =
363            Self::rigid_body_velocity_normalization_factor_for_net_version(replay.net_version);
364        let uses_legacy_rigid_body_rotation =
365            Self::uses_legacy_rigid_body_rotation_for_net_version(replay.net_version);
366        for (id, name) in replay.objects.iter().enumerate() {
367            let object_id = boxcars::ObjectId(id as i32);
368            object_id_to_name.insert(object_id, name.clone());
369            name_to_object_id.insert(name.clone(), object_id);
370        }
371        let cached_object_ids = CachedObjectIds::from_name_map(&name_to_object_id);
372        let mut processor = Self {
373            actor_state: ActorStateModeler::new(),
374            replay,
375            spatial_normalization_factor,
376            rigid_body_velocity_normalization_factor,
377            uses_legacy_rigid_body_rotation,
378            cached_object_ids,
379            is_boost_pad_object: replay
380                .objects
381                .iter()
382                .map(|name| name.contains("VehiclePickup_Boost_TA"))
383                .collect(),
384            object_id_to_name,
385            name_to_object_id,
386            team_zero: Vec::new(),
387            team_one: Vec::new(),
388            ball_actor_id: None,
389            player_to_car: HashMap::new(),
390            player_to_team: HashMap::new(),
391            player_to_actor_id: HashMap::new(),
392            car_to_player: HashMap::new(),
393            car_to_boost: HashMap::new(),
394            car_to_jump: HashMap::new(),
395            car_to_double_jump: HashMap::new(),
396            car_to_dodge: HashMap::new(),
397            boost_pad_events: Vec::new(),
398            current_frame_boost_pad_events: Vec::new(),
399            touch_events: Vec::new(),
400            current_frame_touch_events: Vec::new(),
401            dodge_refreshed_events: Vec::new(),
402            current_frame_dodge_refreshed_events: Vec::new(),
403            dodge_refreshed_counters: HashMap::new(),
404            goal_events: Vec::new(),
405            current_frame_goal_events: Vec::new(),
406            player_stat_events: Vec::new(),
407            current_frame_player_stat_events: Vec::new(),
408            player_stat_counters: HashMap::new(),
409            demolishes: Vec::new(),
410            known_demolishes: Vec::new(),
411            demolish_format: None,
412            kickoff_phase_active_last_frame: false,
413        };
414        processor
415            .set_player_order_from_headers()
416            .or_else(|_| processor.set_player_order_from_frames())?;
417
418        Ok(processor)
419    }
420
421    /// Returns the scale factor applied when normalizing replay spatial values.
422    pub fn spatial_normalization_factor(&self) -> f32 {
423        self.spatial_normalization_factor
424    }
425
426    /// Returns the scale factor applied when normalizing rigid-body linear and angular velocity.
427    pub fn rigid_body_velocity_normalization_factor(&self) -> f32 {
428        self.rigid_body_velocity_normalization_factor
429    }
430
431    fn normalize_vector_by_factor(
432        &self,
433        vector: boxcars::Vector3f,
434        factor: f32,
435    ) -> boxcars::Vector3f {
436        if (factor - 1.0).abs() < f32::EPSILON {
437            vector
438        } else {
439            boxcars::Vector3f {
440                x: vector.x * factor,
441                y: vector.y * factor,
442                z: vector.z * factor,
443            }
444        }
445    }
446
447    fn normalize_vector(&self, vector: boxcars::Vector3f) -> boxcars::Vector3f {
448        self.normalize_vector_by_factor(vector, self.spatial_normalization_factor)
449    }
450
451    fn normalize_rigid_body_velocity(&self, vector: boxcars::Vector3f) -> boxcars::Vector3f {
452        self.normalize_vector_by_factor(vector, self.rigid_body_velocity_normalization_factor)
453    }
454
455    fn normalize_optional_rigid_body_velocity(
456        &self,
457        vector: Option<boxcars::Vector3f>,
458    ) -> Option<boxcars::Vector3f> {
459        vector.map(|value| self.normalize_rigid_body_velocity(value))
460    }
461
462    fn normalize_rigid_body_rotation(&self, rotation: boxcars::Quaternion) -> boxcars::Quaternion {
463        if !self.uses_legacy_rigid_body_rotation {
464            return rotation;
465        }
466
467        // Older replays store rigid-body rotation as fixed compressed
468        // (pitch, yaw, roll), not as the modern quaternion shape. The decoded
469        // legacy roll component is opposite the modern angular-velocity sign.
470        let normalized = glam::Quat::from_euler(
471            glam::EulerRot::ZYX,
472            rotation.y * std::f32::consts::PI,
473            rotation.x * std::f32::consts::PI,
474            -rotation.z * std::f32::consts::PI,
475        );
476        boxcars::Quaternion {
477            x: normalized.x,
478            y: normalized.y,
479            z: normalized.z,
480            w: normalized.w,
481        }
482    }
483
484    fn normalize_rigid_body(&self, rigid_body: &boxcars::RigidBody) -> boxcars::RigidBody {
485        if (self.spatial_normalization_factor - 1.0).abs() < f32::EPSILON
486            && (self.rigid_body_velocity_normalization_factor - 1.0).abs() < f32::EPSILON
487            && !self.uses_legacy_rigid_body_rotation
488        {
489            *rigid_body
490        } else {
491            boxcars::RigidBody {
492                sleeping: rigid_body.sleeping,
493                location: self.normalize_vector(rigid_body.location),
494                rotation: self.normalize_rigid_body_rotation(rigid_body.rotation),
495                linear_velocity: self
496                    .normalize_optional_rigid_body_velocity(rigid_body.linear_velocity),
497                angular_velocity: self
498                    .normalize_optional_rigid_body_velocity(rigid_body.angular_velocity),
499            }
500        }
501    }
502
503    fn required_cached_object_id(
504        &self,
505        object_id: Option<boxcars::ObjectId>,
506        name: &'static str,
507    ) -> SubtrActorResult<boxcars::ObjectId> {
508        object_id
509            .ok_or_else(|| SubtrActorError::new(SubtrActorErrorVariant::ObjectIdNotFound { name }))
510    }
511
512    /// [`Self::process`] takes a [`Collector`] as an argument and iterates over
513    /// each frame in the replay, updating the internal state of the processor
514    /// and other relevant mappings based on the current frame.
515    ///
516    /// After each a frame is processed, [`Collector::process_frame`] of the
517    /// collector is called. The [`TimeAdvance`] return value of this call into
518    /// [`Collector::process_frame`] is used to determine what happens next: in
519    /// the case of [`TimeAdvance::Time`], the notion of current time is
520    /// advanced by the provided amount, and only the timestamp of the frame is
521    /// exceeded, do we process the next frame. This mechanism allows fine
522    /// grained control of frame processing, and the frequency of invocations of
523    /// the [`Collector`]. If time is advanced by less than the delay between
524    /// frames, the collector will be called more than once per frame, and can
525    /// use functions like [`Self::get_interpolated_player_rigid_body`] to get
526    /// values that are interpolated between frames. Its also possible to skip
527    /// over frames by providing time advance values that are sufficiently
528    /// large.
529    ///
530    /// At the end of processing, it checks to make sure that no unknown players
531    /// were encountered during the replay. If any unknown players are found, an
532    /// error is returned.
533    pub fn process<H: Collector>(&mut self, handler: &mut H) -> SubtrActorResult<()> {
534        // Initially, we set target_time to NextFrame to ensure the collector
535        // will process the first frame.
536        let mut target_time = TimeAdvance::NextFrame;
537        for (index, frame) in self
538            .replay
539            .network_frames
540            .as_ref()
541            .ok_or(SubtrActorError::new(
542                SubtrActorErrorVariant::NoNetworkFrames,
543            ))?
544            .frames
545            .iter()
546            .enumerate()
547        {
548            // Update the internal state of the processor based on the current frame
549            self.actor_state.process_frame(frame, index)?;
550            self.update_mappings(frame)?;
551            self.update_ball_id(frame)?;
552            self.update_boost_amounts(frame, index)?;
553            self.update_boost_pad_events(frame, index)?;
554            self.update_touch_events(frame, index)?;
555            self.update_dodge_refreshed_events(frame, index)?;
556            self.update_goal_events(frame, index)?;
557            self.update_player_stat_events(frame, index)?;
558            self.update_demolishes(frame, index)?;
559
560            // Get the time to process for this frame. If target_time is set to
561            // NextFrame, we use the time of the current frame.
562            let mut current_time = match &target_time {
563                TimeAdvance::Time(t) => *t,
564                TimeAdvance::NextFrame => frame.time,
565            };
566
567            while current_time <= frame.time {
568                // Call the handler to process the frame and get the time for
569                // the next frame the handler wants to process
570                target_time = handler.process_frame(self, frame, index, current_time)?;
571                // If the handler specified a specific time, update current_time
572                // to that time. If the handler specified NextFrame, we break
573                // out of the loop to move on to the next frame in the replay.
574                // This design allows the handler to have control over the frame
575                // rate, including the possibility of skipping frames.
576                if let TimeAdvance::Time(new_target) = target_time {
577                    current_time = new_target;
578                } else {
579                    break;
580                }
581            }
582        }
583        handler.finish_replay(self)?;
584        Ok(())
585    }
586
587    /// Process multiple collectors simultaneously over the same replay frames.
588    ///
589    /// All collectors receive the same frame data for each frame. This is useful
590    /// when you have multiple independent collectors that each gather different
591    /// aspects of replay data.
592    ///
593    /// Note: This method always advances frame-by-frame. If collectors return
594    /// [`TimeAdvance::Time`] values, those are ignored.
595    pub fn process_all(&mut self, collectors: &mut [&mut dyn Collector]) -> SubtrActorResult<()> {
596        for (index, frame) in self
597            .replay
598            .network_frames
599            .as_ref()
600            .ok_or(SubtrActorError::new(
601                SubtrActorErrorVariant::NoNetworkFrames,
602            ))?
603            .frames
604            .iter()
605            .enumerate()
606        {
607            self.actor_state.process_frame(frame, index)?;
608            self.update_mappings(frame)?;
609            self.update_ball_id(frame)?;
610            self.update_boost_amounts(frame, index)?;
611            self.update_boost_pad_events(frame, index)?;
612            self.update_touch_events(frame, index)?;
613            self.update_dodge_refreshed_events(frame, index)?;
614            self.update_goal_events(frame, index)?;
615            self.update_player_stat_events(frame, index)?;
616            self.update_demolishes(frame, index)?;
617
618            for collector in collectors.iter_mut() {
619                collector.process_frame(self, frame, index, frame.time)?;
620            }
621        }
622        for collector in collectors.iter_mut() {
623            collector.finish_replay(self)?;
624        }
625        Ok(())
626    }
627
628    /// Reset the state of the [`ReplayProcessor`].
629    pub fn reset(&mut self) {
630        self.ball_actor_id = None;
631        self.player_to_car = HashMap::new();
632        self.player_to_team = HashMap::new();
633        self.player_to_actor_id = HashMap::new();
634        self.car_to_player = HashMap::new();
635        self.car_to_boost = HashMap::new();
636        self.car_to_jump = HashMap::new();
637        self.car_to_double_jump = HashMap::new();
638        self.car_to_dodge = HashMap::new();
639        self.actor_state = ActorStateModeler::new();
640        self.boost_pad_events = Vec::new();
641        self.current_frame_boost_pad_events = Vec::new();
642        self.touch_events = Vec::new();
643        self.current_frame_touch_events = Vec::new();
644        self.dodge_refreshed_events = Vec::new();
645        self.current_frame_dodge_refreshed_events = Vec::new();
646        self.dodge_refreshed_counters = HashMap::new();
647        self.goal_events = Vec::new();
648        self.current_frame_goal_events = Vec::new();
649        self.player_stat_events = Vec::new();
650        self.current_frame_player_stat_events = Vec::new();
651        self.player_stat_counters = HashMap::new();
652        self.demolishes = Vec::new();
653        self.known_demolishes = Vec::new();
654        self.demolish_format = None;
655        self.kickoff_phase_active_last_frame = false;
656    }
657}
658
659#[cfg(test)]
660mod tests {
661    use super::ReplayProcessor;
662
663    #[test]
664    fn rigid_body_normalization_factors_split_at_expected_legacy_boundary() {
665        assert_eq!(
666            ReplayProcessor::rigid_body_location_normalization_factor_for_net_version(None),
667            100.0
668        );
669        assert_eq!(
670            ReplayProcessor::rigid_body_velocity_normalization_factor_for_net_version(None),
671            10.0
672        );
673        assert_eq!(
674            ReplayProcessor::rigid_body_location_normalization_factor_for_net_version(Some(2)),
675            100.0
676        );
677        assert_eq!(
678            ReplayProcessor::rigid_body_velocity_normalization_factor_for_net_version(Some(2)),
679            10.0
680        );
681        assert!(ReplayProcessor::uses_legacy_rigid_body_rotation_for_net_version(Some(2)));
682        assert_eq!(
683            ReplayProcessor::rigid_body_location_normalization_factor_for_net_version(Some(5)),
684            1.0
685        );
686        assert_eq!(
687            ReplayProcessor::rigid_body_velocity_normalization_factor_for_net_version(Some(5)),
688            1.0
689        );
690        assert!(ReplayProcessor::uses_legacy_rigid_body_rotation_for_net_version(Some(5)));
691        assert_eq!(
692            ReplayProcessor::rigid_body_location_normalization_factor_for_net_version(Some(10)),
693            1.0
694        );
695        assert_eq!(
696            ReplayProcessor::rigid_body_velocity_normalization_factor_for_net_version(Some(10)),
697            1.0
698        );
699        assert!(!ReplayProcessor::uses_legacy_rigid_body_rotation_for_net_version(Some(7)));
700        assert!(!ReplayProcessor::uses_legacy_rigid_body_rotation_for_net_version(Some(10)));
701    }
702}