Boxcars is a Rocket League replay parser library written in Rust.
See where Boxcars in used:
subtr-actor
library that offers an ergonomic interface to processing replay dataBelow 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.
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.
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.
Header | Corruption Check | Body | Output JSON | Elapsed | Throughput |
---|---|---|---|---|---|
✔ | 68.0 µs | ||||
✔ | ✔ | ✔ | 6.6 ms | 223 MiB/s | |
✔ | ✔ | 6.3 ms | 232 MiB/s | ||
✔ | ✔ | ✔ | ✔ | 35 ms | 531 MiB/s ^1 |
^1: JSON serialization throughput includes the amount of JSON produced
Special thanks needs to be given to everyone in the Rocket League community who figured out the replay format and all its intricacies. Boxcars wouldn't exist if it weren't for them. I heavily leaned on implementations in rattletrap, RocketLeagueReplayParser, and Bakkes' replay parser. One of those should be your go to Rocket League Replay tool, unless you need speed, as those implementations are more mature than 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:
object_name
: replay.objects[x.object_id]
name
: replay.names[x.name_id]
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]
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