strafe-project/src/sniffer.rs

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