public static DebugString Deserialize(BinaryReader br) { var ds = new DebugString(); ds.FrameNumber = br.ReadInt32(); ds.Username = br.ReadString2(); ds.Text = br.ReadString2(); return ds; }
public static EnumPropertyValue Deserialize(BinaryReader br) { var epv = new EnumPropertyValue() { Type = br.ReadString2(), Value = br.ReadString2() }; return epv; }
public static ClassIndex Deserialize(BinaryReader bs) { var classIndex = new ClassIndex(); classIndex.Class = bs.ReadString2(); classIndex.Index = bs.ReadInt32(); return classIndex; }
public static TickMark Deserialize(BinaryReader bs) { var tm = new TickMark(); tm.Type = bs.ReadString2(); tm.Frame = bs.ReadInt32(); return tm; }
public static Replay DeserializeHeader(BinaryReader br) { var replay = new Replay(); replay.Part1Length = br.ReadInt32(); replay.Part1Crc = br.ReadUInt32(); replay.VersionMajor = br.ReadUInt32(); replay.VersionMinor = br.ReadUInt32(); replay.Unknown5 = br.ReadString2(); replay.Properties = PropertyDictionary.Deserialize(br); return replay; }
public static Replay Deserialize(BinaryReader br) { var replay = DeserializeHeader(br); try { replay.Part2Length = br.ReadInt32(); replay.Part2Crc = br.ReadUInt32(); replay.LevelLength = br.ReadInt32(); // looks like sfx data, not level data. shrug replay.Levels = new List<Level>(); for (int i = 0; i < replay.LevelLength; i++) { replay.Levels.Add(Level.Deserialize(br)); } replay.KeyFrameLength = br.ReadInt32(); replay.KeyFrames = new List<KeyFrame>(); for (int i = 0; i < replay.KeyFrameLength; i++) { replay.KeyFrames.Add(KeyFrame.Deserialize(br)); } replay.NetworkStreamLength = br.ReadInt32(); replay.NetworkStream = new List<byte>(); for (int i = 0; i < replay.NetworkStreamLength; ++i) { replay.NetworkStream.Add(br.ReadByte()); } replay.DebugStringLength = br.ReadInt32(); replay.DebugStrings = new List<DebugString>(); for (int i = 0; i < replay.DebugStringLength; i++) { replay.DebugStrings.Add(DebugString.Deserialize(br)); } replay.TickMarkLength = br.ReadInt32(); replay.TickMarks = new List<TickMark>(); for (int i = 0; i < replay.TickMarkLength; i++) { replay.TickMarks.Add(TickMark.Deserialize(br)); } replay.PackagesLength = br.ReadInt32(); replay.Packages = new List<string>(); for (int i = 0; i < replay.PackagesLength; i++) { replay.Packages.Add(br.ReadString2()); } replay.ObjectLength = br.ReadInt32(); replay.Objects = new string[replay.ObjectLength]; for (int i = 0; i < replay.ObjectLength; i++) { replay.Objects[i] = br.ReadString2(); } replay.NamesLength = br.ReadInt32(); replay.Names = new string[replay.NamesLength]; for (int i = 0; i < replay.NamesLength; i++) { replay.Names[i] = br.ReadString2(); } replay.ClassIndexLength = br.ReadInt32(); replay.ClassIndexes = new List<ClassIndex>(); for (int i = 0; i < replay.ClassIndexLength; i++) { replay.ClassIndexes.Add(ClassIndex.Deserialize(br)); } replay.ClassNetCacheLength = br.ReadInt32(); replay.ClassNetCaches = new ClassNetCache[replay.ClassNetCacheLength]; for (int i = 0; i < replay.ClassNetCacheLength; i++) { var classNetCache = ClassNetCache.Deserialize(br); replay.ClassNetCaches[i] = classNetCache; for (int j = i - 1; j >= 0; --j) { if (classNetCache.ParentId == replay.ClassNetCaches[j].Id) { classNetCache.Parent = replay.ClassNetCaches[j]; replay.ClassNetCaches[j].Children.Add(classNetCache); break; } } if (replay.ClassNetCaches[i].Parent == null) { replay.ClassNetCaches[i].Root = true; } } // 2016/02/10 patch replays have TAGame.PRI_TA classes with no parent. // Deserialization may have failed somehow, but for now manually fix it up. replay.FixClassParent("ProjectX.PRI_X", "Engine.PlayerReplicationInfo"); replay.FixClassParent("TAGame.PRI_TA", "ProjectX.PRI_X"); // A lot of replays have messed up class hierarchies, commonly giving // both Engine.TeamInfo, TAGame.CarComponent_TA, and others the same id. // Some ambiguities may have become more common since the 2016-06-20 patch, // but there have always been issues. // // For example, from E8B66F8A4561A2DAACC61FA9FBB710CD: // Index 26(TAGame.CarComponent_TA) ParentId 21 Id 24 // Index 28(TAGame.CarComponent_Dodge_TA) ParentId 24 Id 25 // Index 188(TAGame.CarComponent_Jump_TA) ParentId 24 Id 24 // Index 190(TAGame.CarComponent_DoubleJump_TA) ParentId 24 Id 24 // Index 30(Engine.Info) ParentId 21 Id 21 // Index 31(Engine.ReplicationInfo) ParentId 21 Id 21 // Index 195(Engine.TeamInfo) ParentId 21 Id 24 // Index 214(TAGame.CarComponent_Boost_TA) ParentId 24 Id 31 // Index 237(TAGame.CarComponent_FlipCar_TA) ParentId 24 Id 26 // Problems: // TAGame.CarComponent_Jump_TA's parent id and id are both 24 (happens to work fine in this case) // TAGame.CarComponent_DoubleJump_TA's parent id and id are both 24 (incorrectly picks CarComponent_Jump_TA as parent) // Engine.TeamInfo's ID is 24, even though there are 3 other classes with that id // TAGame.CarComponent_Boost_TA's parent is 24 (Incorrectly picks Engine.TeamInfo, since it's ambiguous) // TAGame.CarComponent_FlipCar_TA's parent is 24 (Incorrectly picks Engine.TeamInfo, since it's ambiguous) // Engine.ReplicationInfo and Engine.Info have the same parent id and id (no ill effects so far) // // Note: The heirarchy problems do not always cause parsing errors! But they can if you're unlucky. replay.FixClassParent("TAGame.CarComponent_Boost_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.CarComponent_FlipCar_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.CarComponent_Jump_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.CarComponent_Dodge_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.CarComponent_DoubleJump_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.GameEvent_TA", "Engine.Actor"); replay.FixClassParent("TAGame.SpecialPickup_TA", "TAGame.CarComponent_TA"); replay.FixClassParent("TAGame.SpecialPickup_BallVelcro_TA", "TAGame.SpecialPickup_TA"); replay.FixClassParent("TAGame.SpecialPickup_Targeted_TA", "TAGame.SpecialPickup_TA"); replay.FixClassParent("TAGame.SpecialPickup_Spring_TA", "TAGame.SpecialPickup_Targeted_TA"); replay.FixClassParent("TAGame.SpecialPickup_BallLasso_TA", "TAGame.SpecialPickup_Spring_TA"); replay.FixClassParent("TAGame.SpecialPickup_BoostOverride_TA", "TAGame.SpecialPickup_Targeted_TA"); replay.FixClassParent("TAGame.SpecialPickup_BallCarSpring_TA", "TAGame.SpecialPickup_Spring_TA"); replay.FixClassParent("TAGame.SpecialPickup_BallFreeze_TA", "TAGame.SpecialPickup_Targeted_TA"); replay.FixClassParent("TAGame.SpecialPickup_Swapper_TA", "TAGame.SpecialPickup_Targeted_TA"); replay.FixClassParent("TAGame.SpecialPickup_GrapplingHook_TA", "TAGame.SpecialPickup_Targeted_TA"); replay.FixClassParent("TAGame.SpecialPickup_BallGravity_TA", "TAGame.SpecialPickup_TA"); replay.FixClassParent("TAGame.SpecialPickup_HitForce_TA", "TAGame.SpecialPickup_TA"); replay.FixClassParent("TAGame.SpecialPickup_Tornado_TA", "TAGame.SpecialPickup_TA"); // Havent had problems with these yet. They (among others) can be ambiguous, // but I havent found a replay yet where my parent choosing algorithm // (which picks the matching class that was most recently read) picks the wrong class. // Just a safeguard for now. replay.FixClassParent("Engine.TeamInfo", "Engine.ReplicationInfo"); replay.FixClassParent("TAGame.Team_TA", "Engine.TeamInfo"); replay.Frames = ExtractFrames(replay.MaxChannels(), replay.NetworkStream, replay.KeyFrames.Select(x => x.FilePosition), replay.Objects, replay.ClassNetCaches, replay.VersionMajor, replay.VersionMinor); if (br.BaseStream.Position != br.BaseStream.Length) { throw new Exception("Extra data somewhere!"); } return replay; } catch(Exception) { #if DEBUG return replay; #else throw; #endif } }
public static Level Deserialize(BinaryReader bs) { var level = new Level(); level.Name = bs.ReadString2(); return level; }