sniffa
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@ -7,6 +7,7 @@ mod worker;
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mod zeroes;
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mod integer;
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mod physics;
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mod sniffer;
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mod graphics;
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mod settings;
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mod primitives;
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82
src/sniffer.rs
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82
src/sniffer.rs
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@ -0,0 +1,82 @@
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//file format "sniff"
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/* spec
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//begin global header
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//global metadata (32 bytes)
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b"SNFB"
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u32 format_version
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u64 priming_bytes
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//how many bytes of the file must be read to guarantee all of the expected
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//format-specific metadata is available to facilitate streaming the remaining contents
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//used by the database to guarantee that it serves at least the bare minimum
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u128 resource_uuid
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//identifies the file from anywhere for any other file
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//global block layout (variable size)
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u64 num_blocks
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for block_id in 0..num_blocks{
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u64 first_byte
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}
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//end global header
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//begin blocks
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*/
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/* block types
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BLOCK_MAP_HEADER:
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StyleInfoOverrides style_info_overrides
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//bvh goes here
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u64 num_nodes
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//node 0 parent node is implied to be None
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for node_id in 1..num_nodes{
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u64 parent_node
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}
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//block 0 is the current block, not part of the map data
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u64 num_spacial_blocks
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for block_id in 1..num_spacial_blocks{
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u64 node_id
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u64 block_id
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Aabb block_extents
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}
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//ideally spacial blocks are sorted from distance to start zone
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//texture blocks are inserted before the first spacial block they are used in
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BLOCK_MAP_RESOURCE:
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//an individual one of the following:
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- model (IndexedModel)
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- image (JpegXL)
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- sound (Opus)
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- video (AV1)
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- animation (Trey thing)
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BLOCK_MAP_OBJECT:
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//an individual one of the following:
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- model instance
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- located resource
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//for a list of resources, parse the object.
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BLOCK_BOT_HEADER:
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u128 map_resource_uuid //which map is this bot running
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u128 time_resource_uuid //resource database time
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//don't include style info in bot header because it's in the physics state
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//blocks are not necessarily laid out in chronological order.
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//the timestamps should be sorted, keeping track of which block_id it refers to
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for block_id in 1..num_blocks{ //note that the header block id is skipped
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i64 time //physics_state timestamp
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}
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BLOCK_BOT_SEGMENT:
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//format version indicates what version of these structures to use
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PhysicsState physics_state
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//to read, greedily decode instructions until eof
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loop{
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TimedInstruction<PhysicsInstruction> instruction
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}
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BLOCK_DEMO_HEADER:
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//timeline of loading maps, player equipment, bots
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*/
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