/**
		 * Helper function for handling updating actor summaries as they require a bit more work.
		 * 
		 * @param	NetworkStream			NetworkStream associated with token
		 * @param	TokenReplicateActor		Actor token
		 */
		private static void HandleActorSummary(NetworkStream NetworkStream, TokenReplicateActor TokenReplicateActor )
		{
			if ( TokenReplicateActor != null )
			{
				int ClassNameIndex = NetworkStream.GetClassNameIndex(TokenReplicateActor.ActorNameIndex);
                NetworkStream.UpdateSummary(ref NetworkStream.ActorNameToSummary, ClassNameIndex, TokenReplicateActor.GetNumReplicatedBits( new FilterValues() ), TokenReplicateActor.TimeInMS );
			}
		}
Beispiel #2
0
 /**
  * Helper function for handling updating actor summaries as they require a bit more work.
  *
  * @param	NetworkStream			NetworkStream associated with token
  * @param	TokenReplicateActor		Actor token
  */
 private static void HandleActorSummary(NetworkStream NetworkStream, TokenReplicateActor TokenReplicateActor)
 {
     if (TokenReplicateActor != null)
     {
         int ClassNameIndex = NetworkStream.GetClassNameIndex(TokenReplicateActor.ActorNameIndex);
         NetworkStream.UpdateSummary(ref NetworkStream.ActorNameToSummary, ClassNameIndex, TokenReplicateActor.GetNumReplicatedBits("", "", ""), TokenReplicateActor.TimeInMS);
     }
 }
		/**
		 * Parses passed in data stream into a network stream container class
		 * 
		 * @param	ParserStream	Raw data stream, needs to support seeking
		 * @return	NetworkStream data was parsed into
		 */
		public static NetworkStream Parse( MainWindow InMainWindow, Stream ParserStream )
		{
            var StartTime = DateTime.UtcNow;

			// Network stream the file is parsed into.
			NetworkStream NetworkStream = new NetworkStream();
			
			// Serialize the header. This will also return an endian-appropriate binary reader to
			// be used for reading the data. 
			BinaryReader BinaryStream = null; 
			var Header = StreamHeader.ReadHeader( ParserStream, out BinaryStream );

			// Scratch variables used for building stream. Required as we emit information in reverse
			// order needed for parsing.
			var CurrentFrameTokens = new List<TokenBase>();
			TokenReplicateActor LastActorToken = null;
            List<TokenReplicateProperty> LastProperties = new List<TokenReplicateProperty>();
			List<TokenWritePropertyHeader> LastPropertyHeaders = new List<TokenWritePropertyHeader>();

			TokenFrameMarker LastFrameMarker = null;

			InMainWindow.ShowProgress( true );

			int Count = 0;

			var AllFrames = new PartialNetworkStream( NetworkStream.NameIndexUnreal, 1.0f / 30.0f );

			int EarlyOutMinutes = InMainWindow.GetMaxProfileMinutes();

			// Parse stream till we reach the end, marked by special token.
			bool bHasReachedEndOfStream = false;

			List<TokenBase> TokenList = new List<TokenBase>();

			float FrameStartTime = -1.0f;
			float FrameEndTime = -1.0f;

			while( bHasReachedEndOfStream == false )
			{
				if ( Count++ % 1000 == 0 )
				{
					float Percent = ( float )ParserStream.Position / ( float )ParserStream.Length;
					InMainWindow.UpdateProgress( ( int )( Percent * 100 ) );
				}

				if ( ParserStream.Position == ParserStream.Length )
				{
					// We reached stream early (must not have been finalized properly, but we can still read it)
					break;
				}

				TokenBase Token = null;

				try
				{
					Token = TokenBase.ReadNextToken( BinaryStream, NetworkStream );
				}
				catch ( System.IO.EndOfStreamException )
				{
					// We reached stream early (must not have been finalized properly, but we can still read it)
					break;
				}

				if ( Token.TokenType == ETokenTypes.NameReference )
				{
					NetworkStream.NameArray.Add( ( Token as TokenNameReference ).Name );

					// Find "Unreal" name index used for misc socket parsing optimizations.
					if ( NetworkStream.NameArray[NetworkStream.NameArray.Count - 1] == "Unreal" )
					{
						NetworkStream.NameIndexUnreal = NetworkStream.NameArray.Count - 1;
					}
					continue;
				}

				if ( Token.TokenType == ETokenTypes.ConnectionReference )
				{
					NetworkStream.AddressArray.Add( ( Token as TokenConnectionReference ).Address );
					continue;
				}

				if ( Token.TokenType == ETokenTypes.ConnectionChange )
				{
					// We need to setup CurrentConnectionIndex, since it's used in ReadNextToken
					NetworkStream.CurrentConnectionIndex = ( Token as TokenConnectionChanged ).AddressIndex;
					continue;
				}

				TokenList.Add( Token );

				// Track frame start/end times manually so we can bail out when we hit the amount of time we want to load
				if ( Token.TokenType == ETokenTypes.FrameMarker )
				{
					var TokenFrameMarker = ( TokenFrameMarker )Token;

					if ( FrameStartTime < 0 )
					{
						FrameStartTime = TokenFrameMarker.RelativeTime;
						FrameEndTime = TokenFrameMarker.RelativeTime;
					}
					else
					{
						FrameEndTime = TokenFrameMarker.RelativeTime;
					}
				}

				if ( EarlyOutMinutes > 0 && ( ( FrameEndTime - FrameStartTime ) > 60 * EarlyOutMinutes ) )
				{
					break;
				}
			}

			for ( int i = 0; i < TokenList.Count; i++ )
			{
				if ( i % 1000 == 0 )
				{
					float Percent = ( float )( i + 1 ) / ( float )( TokenList.Count );
					InMainWindow.UpdateProgress( ( int )( Percent * 100 ) );
				}

				TokenBase Token = TokenList[i];

				// Convert current tokens to frame if we reach a frame boundary or the end of the stream.
				if( ((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
				// Nothing to do if we don't have any tokens, e.g. first frame.
				&&	(CurrentFrameTokens.Count > 0) )				
				{
					// Figure out delta time of previous frame. Needed as partial network stream lacks relative
					// information for last frame. We assume 30Hz for last frame and for the first frame in case
					// we receive network traffic before the first frame marker.
					float DeltaTime = 1 / 30.0f;
					if( Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null )
					{
						DeltaTime = ((TokenFrameMarker) Token).RelativeTime - LastFrameMarker.RelativeTime;
					}

					// Create per frame partial stream and add it to the full stream.
					var FrameStream = new PartialNetworkStream( CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime );
					
					AllFrames.AddStream( FrameStream );

					NetworkStream.Frames.Add(FrameStream);
					CurrentFrameTokens.Clear();

					Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
					Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either

					// Finish up actor summary of last pending actor before switching frames.
					HandleActorSummary(NetworkStream, LastActorToken);
					LastActorToken = null;
				}
				// Keep track of last frame marker.
				if( Token.TokenType == ETokenTypes.FrameMarker )
				{
					LastFrameMarker = (TokenFrameMarker) Token;
				}

				// Bail out if we hit the end. We already flushed tokens above.
				if( Token.TokenType == ETokenTypes.EndOfStreamMarker )
				{
					Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
					Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either
					bHasReachedEndOfStream = true;
					// Finish up actor summary of last pending actor at end of stream
					HandleActorSummary(NetworkStream, LastActorToken);
				}
				// Keep track of per frame tokens.
				else
				{
					// Keep track of last actor context for property replication.
					if( Token.TokenType == ETokenTypes.ReplicateActor )
					{
						// Encountered a new actor so we can finish up existing one for summary.
						FinishActorProperties(Token as TokenReplicateActor, LastProperties, LastPropertyHeaders );
						Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
						Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either
						HandleActorSummary(NetworkStream, LastActorToken);
						LastActorToken = Token as TokenReplicateActor;
					}
					// Keep track of RPC summary
					else if( Token.TokenType == ETokenTypes.SendRPC )
					{
						var TokenSendRPC = Token as TokenSendRPC;
						NetworkStream.UpdateSummary( ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.GetNumTotalBits(), 0.0f );
					}

					// Add properties to the actor token instead of network stream and keep track of summary.
					if( Token.TokenType == ETokenTypes.ReplicateProperty )
					{
						var TokenReplicateProperty = Token as TokenReplicateProperty;
						NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0 );
						//LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
					}
					else if( Token.TokenType == ETokenTypes.WritePropertyHeader )
					{
						var TokenWritePropertyHeader = Token as TokenWritePropertyHeader;
                        LastPropertyHeaders.Add(TokenWritePropertyHeader);
					}
					else
					{
						CurrentFrameTokens.Add(Token);
					}
				}
			}

			InMainWindow.SetCurrentStreamSelection( NetworkStream, AllFrames, false );

			InMainWindow.ShowProgress( false );

			// Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;
			Console.WriteLine( "Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime );

			// Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
			// write out stream in engine if there are any events.
			return NetworkStream;
		}
Beispiel #4
0
        /**
         * Parses passed in data stream into a network stream container class
         *
         * @param	ParserStream	Raw data stream, needs to support seeking
         * @return	NetworkStream data was parsed into
         */
        public static NetworkStream Parse(Stream ParserStream)
        {
            var StartTime = DateTime.UtcNow;

            // Network stream the file is parsed into.
            NetworkStream NetworkStream = new NetworkStream();

            // Serialize the header. This will also return an endian-appropriate binary reader to
            // be used for reading the data.
            BinaryReader BinaryStream = null;
            var          Header       = StreamHeader.ReadHeader(ParserStream, out BinaryStream);

            // Keep track of token stream offset as name table is at end of file.
            long TokenStreamOffset = ParserStream.Position;

            // Seek to name table and serialize it.
            ParserStream.Seek(Header.NameTableOffset, SeekOrigin.Begin);
            for (int NameIndex = 0; NameIndex < Header.NameTableEntries; NameIndex++)
            {
                UInt32 Length = BinaryStream.ReadUInt32();
                NetworkStream.NameArray.Add(new string(BinaryStream.ReadChars((int)Length)));

                // Find "Unreal" name index used for misc socket parsing optimizations.
                if (NetworkStream.NameArray[NameIndex] == "Unreal")
                {
                    NetworkStream.NameIndexUnreal = NameIndex;
                }
            }

            // Seek to beginning of token stream.
            ParserStream.Seek(TokenStreamOffset, SeekOrigin.Begin);

            // Scratch variables used for building stream. Required as we emit information in reverse
            // order needed for parsing.
            var CurrentFrameTokens = new List <TokenBase>();
            TokenReplicateActor             LastActorToken      = null;
            List <TokenReplicateProperty>   LastProperties      = new List <TokenReplicateProperty>();
            List <TokenWritePropertyHeader> LastPropertyHeaders = new List <TokenWritePropertyHeader>();

            TokenFrameMarker LastFrameMarker = null;

            // Parse stream till we reach the end, marked by special token.
            bool bHasReachedEndOfStream = false;

            while (bHasReachedEndOfStream == false)
            {
                TokenBase Token = TokenBase.ReadNextToken(BinaryStream, NetworkStream);

                // Convert current tokens to frame if we reach a frame boundary or the end of the stream.
                if (((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
                    // Nothing to do if we don't have any tokens, e.g. first frame.
                    && (CurrentFrameTokens.Count > 0))
                {
                    // Figure out delta time of previous frame. Needed as partial network stream lacks relative
                    // information for last frame. We assume 30Hz for last frame and for the first frame in case
                    // we receive network traffic before the first frame marker.
                    float DeltaTime = 1 / 30.0f;
                    if (Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null)
                    {
                        DeltaTime = ((TokenFrameMarker)Token).RelativeTime - LastFrameMarker.RelativeTime;
                    }

                    // Create per frame partial stream and add it to the full stream.
                    var FrameStream = new PartialNetworkStream(CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime);
                    NetworkStream.Frames.Add(FrameStream);
                    CurrentFrameTokens.Clear();

                    Debug.Assert(LastProperties.Count == 0);                            // We shouldn't have any properties now
                    Debug.Assert(LastPropertyHeaders.Count == 0);                       // We shouldn't have any property headers now either

                    // Finish up actor summary of last pending actor before switching frames.
                    HandleActorSummary(NetworkStream, LastActorToken);
                    LastActorToken = null;
                }
                // Keep track of last frame marker.
                if (Token.TokenType == ETokenTypes.FrameMarker)
                {
                    LastFrameMarker = (TokenFrameMarker)Token;
                }

                // Bail out if we hit the end. We already flushed tokens above.
                if (Token.TokenType == ETokenTypes.EndOfStreamMarker)
                {
                    Debug.Assert(LastProperties.Count == 0);                            // We shouldn't have any properties now
                    Debug.Assert(LastPropertyHeaders.Count == 0);                       // We shouldn't have any property headers now either
                    bHasReachedEndOfStream = true;
                    // Finish up actor summary of last pending actor at end of stream
                    HandleActorSummary(NetworkStream, LastActorToken);
                }
                // Keep track of per frame tokens.
                else
                {
                    // Keep track of last actor context for property replication.
                    if (Token.TokenType == ETokenTypes.ReplicateActor)
                    {
                        // Encountered a new actor so we can finish up existing one for summary.
                        FinishActorProperties(Token as TokenReplicateActor, LastProperties, LastPropertyHeaders);
                        Debug.Assert(LastProperties.Count == 0);                                // We shouldn't have any properties now
                        Debug.Assert(LastPropertyHeaders.Count == 0);                           // We shouldn't have any property headers now either
                        HandleActorSummary(NetworkStream, LastActorToken);
                        LastActorToken = Token as TokenReplicateActor;
                    }
                    // Keep track of RPC summary
                    else if (Token.TokenType == ETokenTypes.SendRPC)
                    {
                        var TokenSendRPC = Token as TokenSendRPC;
                        NetworkStream.UpdateSummary(ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.GetNumTotalBits(), 0.0f);
                    }

                    // Add properties to the actor token instead of network stream and keep track of summary.
                    if (Token.TokenType == ETokenTypes.ReplicateProperty)
                    {
                        var TokenReplicateProperty = Token as TokenReplicateProperty;
                        NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0);
                        //LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
                    }
                    else if (Token.TokenType == ETokenTypes.WritePropertyHeader)
                    {
                        var TokenWritePropertyHeader = Token as TokenWritePropertyHeader;
                        LastPropertyHeaders.Add(TokenWritePropertyHeader);
                    }
                    else
                    {
                        CurrentFrameTokens.Add(Token);
                    }
                }
            }

            // Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;

            Console.WriteLine("Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime);

            // Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
            // write out stream in engine if there are any events.
            return(NetworkStream);
        }
Beispiel #5
0
        /**
         * Parses passed in data stream into a network stream container class
         *
         * @param	ParserStream	Raw data stream, needs to support seeking
         * @return	NetworkStream data was parsed into
         */
        public static NetworkStream Parse(MainWindow InMainWindow, Stream ParserStream)
        {
            var StartTime = DateTime.UtcNow;

            // Network stream the file is parsed into.
            NetworkStream = new NetworkStream();

            // Serialize the header. This will also return an endian-appropriate binary reader to
            // be used for reading the data.
            BinaryReader BinaryStream = null;
            var          Header       = StreamHeader.ReadHeader(ParserStream, out BinaryStream);

            // Scratch variables used for building stream. Required as we emit information in reverse
            // order needed for parsing.
            var CurrentFrameTokens = new List <TokenBase>();
            TokenReplicateActor             LastActorToken      = null;
            List <TokenReplicateProperty>   LastProperties      = new List <TokenReplicateProperty>();
            List <TokenWritePropertyHeader> LastPropertyHeaders = new List <TokenWritePropertyHeader>();

            TokenFrameMarker LastFrameMarker = null;

            InMainWindow.ShowProgress(true);

            int Count = 0;

            var AllFrames = new PartialNetworkStream(NetworkStream.NameIndexUnreal, 1.0f / 30.0f);

            int EarlyOutMinutes = InMainWindow.GetMaxProfileMinutes();

            // Parse stream till we reach the end, marked by special token.
            bool bHasReachedEndOfStream = false;

            List <TokenBase> TokenList = new List <TokenBase>();

            float FrameStartTime = -1.0f;
            float FrameEndTime   = -1.0f;

            while (bHasReachedEndOfStream == false)
            {
                if (Count++ % 1000 == 0)
                {
                    float Percent = ( float )ParserStream.Position / ( float )ParserStream.Length;
                    InMainWindow.UpdateProgress(( int )(Percent * 100));
                }

                if (ParserStream.Position == ParserStream.Length)
                {
                    // We reached stream early (must not have been finalized properly, but we can still read it)
                    break;
                }

                TokenBase Token = null;

                try
                {
                    Token = TokenBase.ReadNextToken(BinaryStream, NetworkStream);
                }
                catch (System.IO.EndOfStreamException)
                {
                    // We reached stream early (must not have been finalized properly, but we can still read it)
                    break;
                }

                if (Token.TokenType == ETokenTypes.NameReference)
                {
                    NetworkStream.NameArray.Add((Token as TokenNameReference).Name);

                    // Find "Unreal" name index used for misc socket parsing optimizations.
                    if (NetworkStream.NameArray[NetworkStream.NameArray.Count - 1] == "Unreal")
                    {
                        NetworkStream.NameIndexUnreal = NetworkStream.NameArray.Count - 1;
                    }
                    continue;
                }

                if (Token.TokenType == ETokenTypes.ConnectionReference)
                {
                    NetworkStream.AddressArray.Add((Token as TokenConnectionReference).Address);
                    continue;
                }

                if (Token.TokenType == ETokenTypes.ConnectionChange)
                {
                    // We need to setup CurrentConnectionIndex, since it's used in ReadNextToken
                    NetworkStream.CurrentConnectionIndex = (Token as TokenConnectionChanged).AddressIndex;
                    continue;
                }

                TokenList.Add(Token);

                // Track frame start/end times manually so we can bail out when we hit the amount of time we want to load
                if (Token.TokenType == ETokenTypes.FrameMarker)
                {
                    var TokenFrameMarker = ( TokenFrameMarker )Token;

                    if (FrameStartTime < 0)
                    {
                        FrameStartTime = TokenFrameMarker.RelativeTime;
                        FrameEndTime   = TokenFrameMarker.RelativeTime;
                    }
                    else
                    {
                        FrameEndTime = TokenFrameMarker.RelativeTime;
                    }
                }

                if (EarlyOutMinutes > 0 && ((FrameEndTime - FrameStartTime) > 60 * EarlyOutMinutes))
                {
                    break;
                }
            }

            for (int i = 0; i < TokenList.Count; i++)
            {
                if (i % 1000 == 0)
                {
                    float Percent = ( float )(i + 1) / ( float )(TokenList.Count);
                    InMainWindow.UpdateProgress(( int )(Percent * 100));
                }

                TokenBase Token = TokenList[i];

                // Convert current tokens to frame if we reach a frame boundary or the end of the stream.
                if (((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
                    // Nothing to do if we don't have any tokens, e.g. first frame.
                    && (CurrentFrameTokens.Count > 0))
                {
                    // Figure out delta time of previous frame. Needed as partial network stream lacks relative
                    // information for last frame. We assume 30Hz for last frame and for the first frame in case
                    // we receive network traffic before the first frame marker.
                    float DeltaTime = 1 / 30.0f;
                    if (Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null)
                    {
                        DeltaTime = ((TokenFrameMarker)Token).RelativeTime - LastFrameMarker.RelativeTime;
                    }

                    // Create per frame partial stream and add it to the full stream.
                    var FrameStream = new PartialNetworkStream(CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime);

                    AllFrames.AddStream(FrameStream);

                    NetworkStream.Frames.Add(FrameStream);
                    CurrentFrameTokens.Clear();

                    Debug.Assert(LastProperties.Count == 0);                            // We shouldn't have any properties now
                    Debug.Assert(LastPropertyHeaders.Count == 0);                       // We shouldn't have any property headers now either

                    // Finish up actor summary of last pending actor before switching frames.
                    HandleActorSummary(NetworkStream, LastActorToken);
                    LastActorToken = null;
                }
                // Keep track of last frame marker.
                if (Token.TokenType == ETokenTypes.FrameMarker)
                {
                    LastFrameMarker = (TokenFrameMarker)Token;
                }

                // Bail out if we hit the end. We already flushed tokens above.
                if (Token.TokenType == ETokenTypes.EndOfStreamMarker)
                {
                    Debug.Assert(LastProperties.Count == 0);                            // We shouldn't have any properties now
                    Debug.Assert(LastPropertyHeaders.Count == 0);                       // We shouldn't have any property headers now either
                    bHasReachedEndOfStream = true;
                    // Finish up actor summary of last pending actor at end of stream
                    HandleActorSummary(NetworkStream, LastActorToken);
                }
                // Keep track of per frame tokens.
                else
                {
                    // Keep track of last actor context for property replication.
                    if (Token.TokenType == ETokenTypes.ReplicateActor)
                    {
                        // Encountered a new actor so we can finish up existing one for summary.
                        FinishActorProperties(Token as TokenReplicateActor, LastProperties, LastPropertyHeaders);
                        Debug.Assert(LastProperties.Count == 0);                                // We shouldn't have any properties now
                        Debug.Assert(LastPropertyHeaders.Count == 0);                           // We shouldn't have any property headers now either
                        HandleActorSummary(NetworkStream, LastActorToken);
                        LastActorToken = Token as TokenReplicateActor;
                    }
                    // Keep track of RPC summary
                    else if (Token.TokenType == ETokenTypes.SendRPC)
                    {
                        var TokenSendRPC = Token as TokenSendRPC;
                        NetworkStream.UpdateSummary(ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.GetNumTotalBits(), 0.0f);
                    }

                    // Add properties to the actor token instead of network stream and keep track of summary.
                    if (Token.TokenType == ETokenTypes.ReplicateProperty)
                    {
                        var TokenReplicateProperty = Token as TokenReplicateProperty;
                        NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0);
                        //LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
                    }
                    else if (Token.TokenType == ETokenTypes.WritePropertyHeader)
                    {
                        var TokenWritePropertyHeader = Token as TokenWritePropertyHeader;
                        LastPropertyHeaders.Add(TokenWritePropertyHeader);
                    }
                    else
                    {
                        CurrentFrameTokens.Add(Token);
                    }
                }
            }

            InMainWindow.SetCurrentStreamSelection(NetworkStream, AllFrames, false);

            InMainWindow.ShowProgress(false);

            // Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;

            Console.WriteLine("Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime);

            // Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
            // write out stream in engine if there are any events.
            return(NetworkStream);
        }
        /**
         * Parses passed in data stream into a network stream container class
         *
         * @param	ParserStream	Raw data stream, needs to support seeking
         * @return	NetworkStream data was parsed into
         */
        public static NetworkStream Parse( Stream ParserStream )
        {
            var StartTime = DateTime.UtcNow;

            // Network stream the file is parsed into.
            NetworkStream NetworkStream = new NetworkStream();

            // Serialize the header. This will also return an endian-appropriate binary reader to
            // be used for reading the data.
            BinaryReader BinaryStream = null;
            var Header = StreamHeader.ReadHeader( ParserStream, out BinaryStream );

            // Keep track of token stream offset as name table is at end of file.
            long TokenStreamOffset = ParserStream.Position;

            // Seek to name table and serialize it.
            ParserStream.Seek(Header.NameTableOffset,SeekOrigin.Begin);
            for(int NameIndex = 0;NameIndex < Header.NameTableEntries;NameIndex++)
            {
                UInt32 Length = BinaryStream.ReadUInt32();
                NetworkStream.NameArray.Add(new string(BinaryStream.ReadChars((int)Length)));

                // Find "Unreal" name index used for misc socket parsing optimizations.
                if( NetworkStream.NameArray[NameIndex] == "Unreal" )
                {
                    NetworkStream.NameIndexUnreal = NameIndex;
                }
            }

            // Seek to beginning of token stream.
            ParserStream.Seek(TokenStreamOffset,SeekOrigin.Begin);

            // Scratch variables used for building stream. Required as we emit information in reverse
            // order needed for parsing.
            var CurrentFrameTokens = new List<TokenBase>();
            TokenReplicateActor LastActorToken = null;
            List<TokenReplicateProperty> LastProperties = new List<TokenReplicateProperty>();

            TokenFrameMarker LastFrameMarker = null;

            // Parse stream till we reach the end, marked by special token.
            bool bHasReachedEndOfStream = false;
            while( bHasReachedEndOfStream == false )
            {
                TokenBase Token = TokenBase.ReadNextToken( BinaryStream, NetworkStream );

                // Convert current tokens to frame if we reach a frame boundary or the end of the stream.
                if( ((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
                // Nothing to do if we don't have any tokens, e.g. first frame.
                &&	(CurrentFrameTokens.Count > 0) )
                {
                    // Figure out delta time of previous frame. Needed as partial network stream lacks relative
                    // information for last frame. We assume 30Hz for last frame and for the first frame in case
                    // we receive network traffic before the first frame marker.
                    float DeltaTime = 1 / 30.0f;
                    if( Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null )
                    {
                        DeltaTime = ((TokenFrameMarker) Token).RelativeTime - LastFrameMarker.RelativeTime;
                    }

                    // Create per frame partial stream and add it to the full stream.
                    var FrameStream = new PartialNetworkStream( CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime );
                    NetworkStream.Frames.Add(FrameStream);
                    CurrentFrameTokens.Clear();

                    Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now

                    // Finish up actor summary of last pending actor before switching frames.
                    HandleActorSummary(NetworkStream, LastActorToken);
                    LastActorToken = null;
                }
                // Keep track of last frame marker.
                if( Token.TokenType == ETokenTypes.FrameMarker )
                {
                    LastFrameMarker = (TokenFrameMarker) Token;
                }

                // Bail out if we hit the end. We already flushed tokens above.
                if( Token.TokenType == ETokenTypes.EndOfStreamMarker )
                {
                    Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
                    bHasReachedEndOfStream = true;
                    // Finish up actor summary of last pending actor at end of stream
                    HandleActorSummary(NetworkStream, LastActorToken);
                }
                // Keep track of per frame tokens.
                else
                {
                    // Keep track of last actor context for property replication.
                    if( Token.TokenType == ETokenTypes.ReplicateActor )
                    {
                        // Encountered a new actor so we can finish up existing one for summary.
                        FinishActorProperties(Token as TokenReplicateActor, LastProperties );
                        Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
                        HandleActorSummary(NetworkStream, LastActorToken);
                        LastActorToken = Token as TokenReplicateActor;
                    }
                    // Keep track of RPC summary
                    else if( Token.TokenType == ETokenTypes.SendRPC )
                    {
                        var TokenSendRPC = Token as TokenSendRPC;
                        NetworkStream.UpdateSummary( ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.NumBits, 0.0f );
                    }

                    // Add properties to the actor token instead of network stream and keep track of summary.
                    if( Token.TokenType == ETokenTypes.ReplicateProperty )
                    {
                        var TokenReplicateProperty = Token as TokenReplicateProperty;
                        NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0 );
                        //LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
                    }
                    else
                    {
                        CurrentFrameTokens.Add(Token);
                    }
                }
            }

            // Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;
            Console.WriteLine( "Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime );

            // Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
            // write out stream in engine if there are any events.
            return NetworkStream;
        }