/** * Reads the header information from the passed in stream and returns it. It also returns * a BinaryReader that is endian-appropriate for the data stream. * * @param ParserStream source stream of data to read from * @param BinaryStream [out] binary reader used for reading from stream * @return serialized header */ public static StreamHeader ReadHeader(Stream ParserStream, out BinaryReader BinaryStream) { // Create a binary stream for data, we might toss this later for are an endian swapping one. BinaryStream = new BinaryReader(ParserStream, System.Text.Encoding.ASCII); // Serialize header. StreamHeader Header = new StreamHeader(BinaryStream); // Determine whether read file has magic header. If no, try again byteswapped. if (Header.Magic != StreamHeader.ExpectedMagic) { // Seek back to beginning of stream before we retry. ParserStream.Seek(0, SeekOrigin.Begin); // Use big endian reader. It transparently endian swaps data on read. BinaryStream = new BinaryReaderBigEndian(ParserStream); // Serialize header a second time. Header = new StreamHeader(BinaryStream); } // At this point we should have a valid header. If no, throw an exception. if (Header.Magic != StreamHeader.ExpectedMagic) { ShowDialog("Error", "Unrecognized file"); throw new InvalidDataException(); } if (Header.Version != StreamHeader.ExpectedVersion) { ShowDialog("Error", "Invalid version"); throw new InvalidDataException(); } return(Header); }
/** * Reads the header information from the passed in stream and returns it. It also returns * a BinaryReader that is endian-appropriate for the data stream. * * @param ParserStream source stream of data to read from * @param BinaryStream [out] binary reader used for reading from stream * @return serialized header */ public static StreamHeader ReadHeader( Stream ParserStream, out BinaryReader BinaryStream ) { // Create a binary stream for data, we might toss this later for are an endian swapping one. BinaryStream = new BinaryReader(ParserStream,System.Text.Encoding.ASCII); // Serialize header. StreamHeader Header = new StreamHeader(BinaryStream); // Determine whether read file has magic header. If no, try again byteswapped. if(Header.Magic != StreamHeader.ExpectedMagic) { // Seek back to beginning of stream before we retry. ParserStream.Seek(0,SeekOrigin.Begin); // Use big endian reader. It transparently endian swaps data on read. BinaryStream = new BinaryReaderBigEndian(ParserStream); // Serialize header a second time. Header = new StreamHeader(BinaryStream); } // At this point we should have a valid header. If no, throw an exception. if( Header.Magic != StreamHeader.ExpectedMagic ) { ShowDialog( "Error", "Unrecognized file" ); throw new InvalidDataException(); } if ( Header.Version != StreamHeader.ExpectedVersion ) { ShowDialog( "Error", "Invalid version" ); throw new InvalidDataException(); } return Header; }
/** * 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); }
/** * 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); }