public static TickMark Deserialize(BinaryReader bs) { var tm = new TickMark(); tm.Type = bs.ReadString2(); tm.Frame = bs.ReadInt32(); return tm; }
} // Frame? public static TickMark Deserialize(BinaryReader bs) { var tm = new TickMark(); tm.Type = bs.ReadString2(); tm.Frame = bs.ReadInt32(); return(tm); }
public static Replay Deserialize(BinaryReader br, out string log) { var logSb = new StringBuilder(); var replay = new Replay(); try { replay.Unknown1 = br.ReadInt32(); replay.Unknown2 = br.ReadInt32(); replay.Unknown3 = br.ReadInt32(); replay.Unknown4 = br.ReadInt32(); // This looks almost like an ArrayProperty, but without type and the unknown ints replay.Unknown5 = br.ReadString2(); var s = br.BaseStream.Position; replay.Properties = new List <Property>(); Property prop; do { prop = Property.Deserialize(br); replay.Properties.Add(prop); }while (prop.Name != "None"); replay.LengthOfRemainingData = br.ReadInt32(); replay.Unknown7 = br.ReadInt32(); 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++) { replay.ClassNetCaches[i] = ClassNetCache.Deserialize(br); int j = 0; for (j = i - 1; j >= 0; --j) { if (replay.ClassNetCaches[i].ParentId == replay.ClassNetCaches[j].Id) { replay.ClassNetCaches[i].Parent = replay.ClassNetCaches[j]; replay.ClassNetCaches[j].Children.Add(replay.ClassNetCaches[i]); break; } } if (j < 0) { 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. var priClassNetCache = replay.ClassNetCaches.Where(cnc => replay.Objects[cnc.ObjectIndex] == "Engine.PlayerReplicationInfo").Single(); var prixClassNetCache = replay.ClassNetCaches.Where(cnc => replay.Objects[cnc.ObjectIndex] == "ProjectX.PRI_X").Single(); var pritaClassNetCache = replay.ClassNetCaches.Where(cnc => replay.Objects[cnc.ObjectIndex] == "TAGame.PRI_TA").Single(); if (prixClassNetCache.Parent == null) { Console.WriteLine("Fudging the parent of ProjectX.PRI_X"); prixClassNetCache.Root = false; prixClassNetCache.Parent = priClassNetCache; priClassNetCache.Children.Add(prixClassNetCache); } if (pritaClassNetCache.Parent == null) { Console.WriteLine("Fudging the parent of TAGame.PRI_TA"); pritaClassNetCache.Root = false; pritaClassNetCache.Parent = prixClassNetCache; prixClassNetCache.Children.Add(pritaClassNetCache); } var objectIndexToName = Enumerable.Range(0, replay.Objects.Length).ToDictionary(i => i, i => replay.Objects[i]); replay.Frames = ExtractFrames(replay.NetworkStream, replay.KeyFrames.Select(x => x.FilePosition), objectIndexToName, replay.ClassNetCaches, logSb); #if DEBUG // Maybe change to write to a debug log foreach (var f in replay.Frames.Where(x => !x.Complete || x.ActorStates.Any(a => a.ForcedComplete))) { logSb.AppendLine(f.ToDebugString(replay.Objects)); } #endif if (br.BaseStream.Position != br.BaseStream.Length) { throw new Exception("Extra data somewhere!"); } log = logSb.ToString(); return(replay); } catch (Exception) { #if DEBUG log = logSb.ToString(); return(replay); #else throw; #endif } }
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; } } replay.MergeDuplicateClasses(); // 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.Objects, replay.ClassNetCaches, replay.EngineVersion, replay.LicenseeVersion, replay.NetVersion); if (br.BaseStream.Position != br.BaseStream.Length) { throw new Exception("Extra data somewhere!"); } return(replay); } catch (Exception e) { #if DEBUG Console.Write(e.ToString()); return(replay); #else throw; #endif } }