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Boxcars

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Boxcars is a Rocket League replay parser library written in Rust.

Features

See where Boxcars in used:

Quick Start

Below is an example to output the replay structure to json:

use boxcars::{ParseError, Replay};
use std::error;
use std::fs;
use std::io::{self, Read};

fn parse_rl(data: &[u8]) -> Result<Replay, ParseError> {
    boxcars::ParserBuilder::new(data)
        .must_parse_network_data()
        .parse()
}

fn run(filename: &str) -> Result<(), Box<dyn error::Error>> {
    let filename = "assets/replays/good/rumble.replay";
    let buffer = fs::read(filename)?;
    let replay = parse_rl(&buffer)?;
    serde_json::to_writer(&mut io::stdout(), &replay)?;
    Ok(())
}

The above example will parse both the header and network data of a replay file, and return an error if there is an issue either header or network data. Since the network data will often change with each Rocket League patch, the default behavior is to ignore any errors from the network data and still be able to return header information.

Variations

If you're only interested the header (where tidbits like goals and scores are stored) then you can achieve an 1000x speedup by directing boxcars to only parse the header.

Boxcars will also check for replay corruption on error, but this can be configured to always check for corruption or never check.

Benchmarks

To run the boxcar benchmarks:

cargo bench

# Or if you want to see if compiling for the
# given cpu eeks out tangible improvements:
# RUSTFLAGS="-C target-cpu=native" cargo bench

Since Boxcars allows you to pick and choose what to parse, below is a table with the following options and the estimated elapsed time.

HeaderCorruption CheckBodyOutput JSONElapsedThroughput
68.0 µs
6.6 ms223 MiB/s
6.3 ms232 MiB/s
35 ms531 MiB/s ^1

^1: JSON serialization throughput includes the amount of JSON produced

Special Thanks

Boxcars doesn't exist in a vacuum! If boxcars doesn't fit your needs, check out one of these other high quality Rocket League Replay parsers:

rattletrap | Bakkes' replay parser | RocketLeagueReplayParser | RocketRP

Difference between rattletrap and boxcars

Below are some differences in the model:

rattletrap:

"properties": {
  "value": {
    "BuildID": {
      "kind": "IntProperty",
      "size": "4",
      "value": {
        "int": 1401925076
      }
    },
  }
}

boxcars:

"properties": {
  "BuildID": 1401925076
}

rattletrap:

"actor_id": {
  "limit": 2047,
  "value": 1
},

boxcars:

"actor_id": 1

rattletrap:

"value": {
  "spawned": {
    "class_name": "TAGame.GameEvent_Soccar_TA",
    "flag": true,
    "initialization": {
      "location": {
        "bias": 2,
        "size": {
          "limit": 21,
          "value": 0
        },
        "x": 0,
        "y": 0,
        "z": 0
      }
    },
    "name": "GRI_TA_1",
    "name_index": 0,
    "object_id": 85,
    "object_name": "Archetypes.GameEvent.GameEvent_Soccar"
  }
}

boxcars:

"actor_id": 1,
"name_id": 1,
"object_id": 85,
"initial_trajectory": {
  "location": {
    "x": 0,
    "y": 0,
    "z": 0
  },
  "rotation": null
}

While rattletrap provides convenience conversions, boxcars omit them in favor of a more raw view of the replay:


Attribute updates:

rattletrap:

{
  "actor_id": {
    "limit": 2047,
    "value": 7
  },
  "value": {
    "updated": [
      {
        "id": {
          "limit": 98,
          "value": 34
        },
        "name": "Engine.PlayerReplicationInfo:PlayerName",
        "value": {
          "string": "Nadir"
        }
      }
    ]
  }
}

boxcars:

{
  "actor_id": 7,
  "stream_id": 34,
  "object_id": 161,
  "attribute": {
    "String": "Nadir"
  }
}

To derive rattletrap's name for the attribute use replay.objects[attribute.object_id]

Fuzzing

Boxcars contains a fuzzing suite. If you'd like to run it, first install cargo-fuzz

cargo install cargo-fuzz

There are several scenarios to fuzz (cargo fuzz list), and the best one to run is no-crc-body, due to all aspects of the replay being fuzzed without a crc check:

cargo +nightly fuzz run no-crc-body