예제 #1
0
        /**
         * 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);
        }
예제 #2
0
		/**
		 * 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;
		}
예제 #3
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);
        }
예제 #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(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);
        }