octane-0.8.0: library/Octane/Parser.hs
{-# LANGUAGE DeriveGeneric #-}
module Octane.Parser where
import Data.Function ((&))
import qualified Control.DeepSeq as DeepSeq
import qualified Data.Aeson as Aeson
import qualified Data.Binary.Bits.Get as Bits
import qualified Data.Binary.IEEE754 as IEEE754
import qualified Data.Binary.Get as Binary
import qualified Data.Bits as Bits
import qualified Data.ByteString as BS
import qualified Data.ByteString.Lazy as BSL
import qualified Data.Int as Int
import qualified Data.IntMap.Strict as IntMap
import qualified Data.Map.Strict as Map
import qualified Data.Set as Set
import qualified Data.Text as Text
import qualified Data.Text.Encoding as Encoding
import qualified Data.Word as Word
import qualified GHC.Generics as Generics
import qualified Octane.Data as Data
import qualified Octane.Json as Json
import qualified Octane.Parser.ClassPropertyMap as CPM
import qualified Octane.Parser.Garage as Garage
import qualified Octane.Type as Type
import qualified Text.Printf as Printf
parseFrames :: Type.Replay -> [Frame]
parseFrames replay = let
numFrames = replay
& Type.replayProperties
& Type.unpackDictionary
& Map.lookup ("NumFrames" & Text.pack & Type.PCString)
& (\ property -> case property of
Just (Type.IntProperty _ x) -> x & Type.unpackWord32LE & fromIntegral
_ -> 0)
get = replay & extractContext & getFrames 0 numFrames & Bits.runBitGet
stream = replay & Type.replayStream & Type.unpackStream & BSL.fromStrict
(_context, frames) = Binary.runGet get stream
in frames
getFrames :: Int -> Int -> Context -> Bits.BitGet (Context, [Frame])
getFrames number numFrames context = do
if number >= numFrames
then return (context, [])
else do
isEmpty <- Bits.isEmpty
if isEmpty
then return (context, [])
else do
maybeFrame <- getMaybeFrame context number
case maybeFrame of
Nothing -> return (context, [])
Just (newContext, frame) -> do
(newerContext, frames) <- getFrames (number + 1) numFrames newContext
return (newerContext, (frame : frames))
getMaybeFrame :: Context -> Int -> Bits.BitGet (Maybe (Context, Frame))
getMaybeFrame context number = do
time <- getFloat32
delta <- getFloat32
if time == 0 && delta == 0
then return Nothing
else if time < 0.001 || delta < 0.001
then error ("parsing previous frame probably failed. time: " ++ show time ++ ", delta: " ++ show delta)
else do
(newContext, frame) <- getFrame context number time delta
return (Just (newContext, frame))
getFrame :: Context -> Int -> Time -> Delta -> Bits.BitGet (Context, Frame)
getFrame context number time delta = do
(newContext, replications) <- getReplications context
let frame =
Frame
{ frameNumber = number
, frameIsKeyFrame = context & contextKeyFrames & Set.member number
, frameTime = time
, frameDelta = delta
, frameReplications = replications
}
(newContext, frame) & DeepSeq.force & return
getReplications :: Context -> Bits.BitGet (Context, [Replication])
getReplications context = do
maybeReplication <- getMaybeReplication context
case maybeReplication of
Nothing -> return (context, [])
Just (newContext, replication) -> do
(newerContext, replications) <- getReplications newContext
return (newerContext, replication : replications)
getMaybeReplication :: Context -> Bits.BitGet (Maybe (Context, Replication))
getMaybeReplication context = do
hasReplication <- Bits.getBool
if not hasReplication
then return Nothing
else do
(newContext,replication) <- getReplication context
return (Just (newContext, replication))
getReplication :: Context -> Bits.BitGet (Context, Replication)
getReplication context = do
actorId <- getActorId
isOpen <- Bits.getBool
let go =
if isOpen
then getOpenReplication
else getClosedReplication
go context actorId
getOpenReplication :: Context
-> ActorId
-> Bits.BitGet (Context, Replication)
getOpenReplication context actorId = do
isNew <- Bits.getBool
let go =
if isNew
then getNewReplication
else getExistingReplication
go context actorId
getNewReplication :: Context
-> ActorId
-> Bits.BitGet (Context, Replication)
getNewReplication context actorId = do
unknownFlag <- Bits.getBool
if unknownFlag
then error "the unknown flag in a new replication is true! what does it mean?"
else return ()
objectId <- getInt32
let objectName = case context & contextObjectMap & IntMap.lookup objectId of
Nothing -> error ("could not find object name for id " ++ show objectId)
Just x -> x
let (classId,className) = case CPM.getClass (contextObjectMap context) Data.objectToClass (contextClassMap context) objectId of
Nothing -> error ("could not find class for object id " ++ show objectId)
Just x -> x
classInit <- getClassInit className
let thing = Thing
{ thingFlag = unknownFlag
, thingObjectId = objectId
, thingObjectName = objectName
, thingClassId = classId
, thingClassName = className
, thingClassInit = classInit
}
let things = contextThings context
let newThings = IntMap.insert actorId thing things
let newContext = context { contextThings = newThings }
return
( newContext
, Replication
{ replicationActorId = actorId
, replicationObjectName = objectName
, replicationClassName = className
, replicationState = RSOpening
, replicationInitialization = Just classInit
, replicationProperties = Map.empty
})
getExistingReplication :: Context
-> ActorId
-> Bits.BitGet (Context, Replication)
getExistingReplication context actorId = do
let thing = case context & contextThings & IntMap.lookup actorId of
Nothing -> error ("could not find thing for actor id " ++ show actorId)
Just x -> x
props <- getProps context thing
return (context, Replication
{ replicationActorId = actorId
, replicationObjectName = thingObjectName thing
, replicationClassName = thingClassName thing
, replicationState = RSExisting
, replicationInitialization = Nothing
, replicationProperties = props
})
getClosedReplication :: Context
-> ActorId
-> Bits.BitGet (Context, Replication)
getClosedReplication context actorId = do
let thing = case context & contextThings & IntMap.lookup actorId of
Nothing -> error ("could not find thing for actor id " ++ show actorId)
Just x -> x
let newThings = context & contextThings & IntMap.delete actorId
let newContext = context { contextThings = newThings }
return
( newContext
, Replication
{ replicationActorId = actorId
, replicationObjectName = thingObjectName thing
, replicationClassName = thingClassName thing
, replicationState = RSClosing
, replicationInitialization = Nothing
, replicationProperties = Map.empty
})
getProps :: Context -> Thing -> Bits.BitGet (Map.Map Text.Text PropValue)
getProps context thing = do
maybeProp <- getMaybeProp context thing
case maybeProp of
Nothing -> return Map.empty
Just prop -> do
let k = propName prop
let v = propValue prop
let m = Map.singleton k v
props <- getProps context thing
return (Map.union m props)
getMaybeProp :: Context -> Thing -> Bits.BitGet (Maybe Prop)
getMaybeProp context thing = do
hasProp <- Bits.getBool
if hasProp
then do
prop <- getProp context thing
return (Just prop)
else return Nothing
getProp :: Context -> Thing -> Bits.BitGet Prop
getProp context thing = do
let classId = thing & thingClassId
let props = case context & contextClassPropertyMap & IntMap.lookup classId of
Nothing -> error ("could not find property map for class id " ++ show classId)
Just x -> x
let maxId = props & IntMap.keys & (0 :) & maximum
pid <- getInt maxId
let name = case props & IntMap.lookup pid of
Nothing -> error ("could not find property name for property id " ++ show pid)
Just x -> x
value <- getPropValue name
return (Prop { propName = name, propValue = value })
--
getPropValue :: Text.Text -> Bits.BitGet PropValue
getPropValue name = case Map.lookup name propertyNameToGet of
Nothing -> error ("don't know how to read property " ++ show name)
Just get -> get
propertyNameToGet :: Map.Map Text.Text (Bits.BitGet PropValue)
propertyNameToGet =
[ (Data.booleanProperties, getBooleanProperty)
, (Data.byteProperties, getByteProperty)
, (Data.camSettingsProperties, getCamSettingsProperty)
, (Data.demolishProperties, getDemolishProperty)
, (Data.enumProperties, getEnumProperty)
, (Data.explosionProperties, getExplosionProperty)
, (Data.flaggedIntProperties, getFlaggedIntProperty)
, (Data.floatProperties, getFloatProperty)
, (Data.gameModeProperties, getGameModeProperty)
, (Data.intProperties, getIntProperty)
, (Data.loadoutOnlineProperties, getLoadoutOnlineProperty)
, (Data.loadoutProperties, getLoadoutProperty)
, (Data.locationProperties, getLocationProperty)
, (Data.musicStingerProperties, getMusicStingerProperty)
, (Data.pickupProperties, getPickupProperty)
, (Data.privateMatchSettingsProperties, getPrivateMatchSettingsProperty)
, (Data.qWordProperties, getQWordProperty)
, (Data.relativeRotationProperties, getRelativeRotationProperty)
, (Data.reservationProperties, getReservationProperty)
, (Data.rigidBodyStateProperties, getRigidBodyStateProperty)
, (Data.stringProperties, getStringProperty)
, (Data.teamPaintProperties, getTeamPaintProperty)
, (Data.uniqueIdProperties, getUniqueIdProperty)
, (Set.fromList [Text.pack "TAGame.PRI_TA:PartyLeader"], getPartyLeaderProperty)
]
& concatMap (\ (ks, v) -> ks & Set.toList & map (\ k -> (k, v)))
& Map.fromList
getBooleanProperty :: Bits.BitGet PropValue
getBooleanProperty = do
bool <- Bits.getBool
return (PBoolean bool)
getByteProperty :: Bits.BitGet PropValue
getByteProperty = do
word <- getWord8
return (PByte word)
getCamSettingsProperty :: Bits.BitGet PropValue
getCamSettingsProperty = do
fov <- getFloat32
height <- getFloat32
angle <- getFloat32
distance <- getFloat32
stiffness <- getFloat32
swivelSpeed <- getFloat32
return (PCamSettings fov height angle distance stiffness swivelSpeed)
getDemolishProperty :: Bits.BitGet PropValue
getDemolishProperty = do
atkFlag <- Bits.getBool
atk <- getInt32
vicFlag <- Bits.getBool
vic <- getInt32
vec1 <- getVector
vec2 <- getVector
return (PDemolish atkFlag atk vicFlag vic vec1 vec2)
getEnumProperty :: Bits.BitGet PropValue
getEnumProperty = do
x <- Bits.getWord16be 10
y <- if x == 1023
then Bits.getBool
else error ("unexpected enum value " ++ show x)
return (PEnum x y)
getExplosionProperty :: Bits.BitGet PropValue
getExplosionProperty = do
noGoal <- Bits.getBool
a <- if noGoal then return Nothing else fmap Just getInt32
b <- getVector
return (PExplosion noGoal a b)
getFlaggedIntProperty :: Bits.BitGet PropValue
getFlaggedIntProperty = do
flag <- Bits.getBool
int <- getInt32
return (PFlaggedInt flag (fromIntegral int))
getFloatProperty :: Bits.BitGet PropValue
getFloatProperty = do
float <- getFloat32
return (PFloat float)
getGameModeProperty :: Bits.BitGet PropValue
getGameModeProperty = do
x <- Bits.getWord8 2
-- 1 is hockey, 2 is hoops
return (PGameMode x)
getIntProperty :: Bits.BitGet PropValue
getIntProperty = do
int <- getInt32
return (PInt int)
getLoadoutOnlineProperty :: Bits.BitGet PropValue
getLoadoutOnlineProperty = do
version <- getInt32
x <- getInt32
y <- getInt32
z <- if version >= 12
then do
value <- getInt8
return (Just value)
else return Nothing
return (PLoadoutOnline version x y z)
getLoadoutProperty :: Bits.BitGet PropValue
getLoadoutProperty = do
version <- getInt8
bodyId <- getInt32
let body = Garage.getBody bodyId
decalId <- getInt32
let decal = Garage.getDecal decalId
wheelsId <- getInt32
let wheels = Garage.getWheels wheelsId
rocketTrailId <- getInt32
let rocketTrail = Garage.getRocketTrail rocketTrailId
antennaId <- getInt32
let antenna = Garage.getAntenna antennaId
topperId <- getInt32
let topper = Garage.getTopper topperId
g <- getInt32
h <- if version > 10
then do
value <- getInt32
return (Just value)
else return Nothing
return (PLoadout version body decal wheels rocketTrail antenna topper g h)
getLocationProperty :: Bits.BitGet PropValue
getLocationProperty = do
vector <- getVector
return (PLocation vector)
getMusicStingerProperty :: Bits.BitGet PropValue
getMusicStingerProperty = do
flag <- Bits.getBool
cue <- getInt32
trigger <- getInt8
return (PMusicStinger flag cue trigger)
getPickupProperty :: Bits.BitGet PropValue
getPickupProperty = do
instigator <- Bits.getBool
instigatorId <- if instigator then fmap Just getInt32 else return Nothing
pickedUp <- Bits.getBool
return (PPickup instigator instigatorId pickedUp)
getPrivateMatchSettingsProperty :: Bits.BitGet PropValue
getPrivateMatchSettingsProperty = do
mutators <- getString
joinableBy <- getInt32
maxPlayers <- getInt32
gameName <- getString
password <- getString
flag <- Bits.getBool
return (PPrivateMatchSettings mutators joinableBy maxPlayers gameName password flag)
getQWordProperty :: Bits.BitGet PropValue
getQWordProperty = do
x <- getInt32
y <- getInt32
return (PQWord x y)
getRelativeRotationProperty :: Bits.BitGet PropValue
getRelativeRotationProperty = do
vector <- getFloatVector
return (PRelativeRotation vector)
getReservationProperty :: Bits.BitGet PropValue
getReservationProperty = do
-- I think this is the connection order. The first player to connect
-- gets number 0, and it goes up from there. The maximum is 7, which
-- would be a full 4x4 game.
number <- getInt7
(systemId, remoteId, localId) <- getUniqueId
playerName <- if systemId == 0 then return Nothing else do
string <- getString
return (Just string)
-- No idea what these two flags are. Might be for bots?
a <- Bits.getBool
b <- Bits.getBool
return (PReservation number systemId remoteId localId playerName a b)
getRigidBodyStateProperty :: Bits.BitGet PropValue
getRigidBodyStateProperty = do
flag <- Bits.getBool
position <- getVector
rotation <- getFloatVector
x <- if flag then return Nothing else fmap Just getVector
y <- if flag then return Nothing else fmap Just getVector
return (PRigidBodyState flag position rotation x y)
getStringProperty :: Bits.BitGet PropValue
getStringProperty = do
string <- getString
return (PString string)
getTeamPaintProperty :: Bits.BitGet PropValue
getTeamPaintProperty = do
team <- getInt8
primaryColor <- getInt8
accentColor <- getInt8
primaryFinishId <- getInt32
let primaryFinish = Garage.getFinish primaryFinishId
accentFinishId <- getInt32
let accentFinish = Garage.getFinish accentFinishId
return (PTeamPaint team primaryColor accentColor primaryFinish accentFinish)
getUniqueIdProperty :: Bits.BitGet PropValue
getUniqueIdProperty = do
(systemId, remoteId, localId) <- getUniqueId
return (PUniqueId systemId remoteId localId)
-- | Even though this is just a unique ID property, it must be handled
-- specially because it sometimes doesn't have the remote or local IDs.
getPartyLeaderProperty :: Bits.BitGet PropValue
getPartyLeaderProperty = do
systemId <- getSystemId
(remoteId, localId) <- if systemId == 0
then return (SplitscreenId Nothing, Nothing)
else do
remoteId <- getRemoteId systemId
localId <- getLocalId
return (remoteId, localId)
return (PUniqueId systemId remoteId localId)
--
getFloat32 :: Bits.BitGet Float
getFloat32 = do
bytes <- Bits.getByteString 4
bytes & byteStringToFloat & return
getString :: Bits.BitGet Text.Text
getString = do
rawSize <- getInt32
rawText <- if rawSize < 0
then do
let size = -2 * rawSize
bytes <- Bits.getByteString size
bytes & BS.map Type.reverseBits & Encoding.decodeUtf16LE & return
else do
bytes <- Bits.getByteString rawSize
bytes & BS.map Type.reverseBits & Encoding.decodeLatin1 & return
rawText & Text.dropEnd 1 & return
getUniqueId :: Bits.BitGet (SystemId, RemoteId, LocalId)
getUniqueId = do
systemId <- getSystemId
remoteId <- getRemoteId systemId
localId <- getLocalId
return (systemId, remoteId, localId)
getSystemId :: Bits.BitGet SystemId
getSystemId = do
byte <- Bits.getWord8 8
byte & Type.reverseBits & return
getRemoteId :: SystemId -> Bits.BitGet RemoteId
getRemoteId systemId = case systemId of
0 -> do
remoteId <- Bits.getByteString 3
if BS.all (\ byte -> byte == 0) remoteId
then 0 & Just & SplitscreenId & return
else error ("unexpected splitscreen id " ++ show remoteId)
1 -> do
bytes <- Bits.getByteString 8
let remoteId = Binary.runGet
Binary.getWord64le
(bytes & BS.map Type.reverseBits & BSL.fromStrict)
remoteId & SteamId & return
2 -> do
bytes <- Bits.getByteString 32
let remoteId = bytes
& BS.map Type.reverseBits
& BS.unpack
& concatMap (\ b -> Printf.printf "%02x" b)
& Text.pack
remoteId & PlayStationId & return
4 -> do
bytes <- Bits.getByteString 8
let remoteId = Binary.runGet
Binary.getWord64le
(bytes & BS.map Type.reverseBits & BSL.fromStrict)
remoteId & XboxId & return
_ -> error ("unknown system id " ++ show systemId)
getLocalId :: Bits.BitGet LocalId
getLocalId = do
localId <- Bits.getWord8 8
localId & Just & return
type SystemId = Word.Word8
-- This is the number associated with a splitscreen player. So the first player
-- is 0, the second is 1, and so on.
-- - 0 "Someone"
-- - 1 "Someone (1)"
type LocalId = Maybe Word.Word8
data RemoteId
= SteamId !Word.Word64
| PlayStationId !Text.Text
| SplitscreenId !(Maybe Int)
| XboxId !Word.Word64
deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData RemoteId
instance Aeson.ToJSON RemoteId
data Prop = Prop
{ propName :: !Text.Text
, propValue :: !PropValue
} deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData Prop
instance Aeson.ToJSON Prop where
toJSON = Aeson.genericToJSON (Json.toJsonOptions "Prop")
data PropValue
= PBoolean !Bool
| PByte !Word.Word8
| PCamSettings !Float !Float !Float !Float !Float !Float
| PDemolish !Bool !Int !Bool !Int !(Vector Int) !(Vector Int)
| PEnum !Word.Word16 !Bool
| PExplosion !Bool !(Maybe Int) !(Vector Int)
| PFlaggedInt !Bool !Int
| PFloat !Float
| PGameMode !Word.Word8
| PInt !Int
| PLoadout
!Int
!Garage.Body
!Garage.Decal
!Garage.Wheels
!Garage.RocketTrail
!Garage.Antenna
!Garage.Topper
!Int
!(Maybe Int)
| PLoadoutOnline !Int !Int !Int !(Maybe Int)
| PLocation !(Vector Int)
| PMusicStinger !Bool !Int !Int
| PPickup !Bool !(Maybe Int) !Bool
| PPrivateMatchSettings !Text.Text !Int !Int !Text.Text !Text.Text !Bool
| PQWord !Int !Int
| PRelativeRotation !(Vector Float)
| PReservation !Int !SystemId !RemoteId !LocalId !(Maybe Text.Text) !Bool !Bool
| PRigidBodyState !Bool !(Vector Int) !(Vector Float) !(Maybe (Vector Int)) !(Maybe (Vector Int))
| PString !Text.Text
| PTeamPaint
!Int
!Int
!Int
!Garage.Finish
!Garage.Finish
| PUniqueId !SystemId !RemoteId !LocalId
deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData PropValue
instance Aeson.ToJSON PropValue where
toJSON = Aeson.genericToJSON (Json.toJsonOptions "PropValue")
-- | A frame in the net stream. Each frame has the time since the beginning of
-- the match, the time since the last frame, and a list of replications.
data Frame = Frame
{ frameNumber :: !Int
, frameIsKeyFrame :: !Bool
, frameTime :: !Float
, frameDelta :: !Float
, frameReplications :: ![Replication]
} deriving (Eq,Generics.Generic,Show)
instance DeepSeq.NFData Frame
instance Aeson.ToJSON Frame where
toJSON = Aeson.genericToJSON (Json.toJsonOptions "Frame")
data ReplicationState
= RSOpening
| RSExisting
| RSClosing
deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData ReplicationState
instance Aeson.ToJSON ReplicationState where
toJSON rs = Aeson.toJSON (case rs of
RSOpening -> "opening"
RSExisting -> "existing"
RSClosing -> "closing")
-- | Replication information about an actor in the net stream.
data Replication = Replication
{ replicationActorId :: !Int
, replicationObjectName :: !Text.Text
, replicationClassName :: !Text.Text
, replicationState :: !ReplicationState
, replicationInitialization :: !(Maybe ClassInit)
, replicationProperties :: !(Map.Map Text.Text PropValue)
} deriving (Eq,Generics.Generic,Show)
instance DeepSeq.NFData Replication
instance Aeson.ToJSON Replication where
toJSON = Aeson.genericToJSON (Json.toJsonOptions "Replication")
data Thing = Thing
{ thingFlag :: !Bool
, thingObjectId :: !Int
, thingObjectName :: !Text.Text
, thingClassId :: !Int
, thingClassName :: !Text.Text
, thingClassInit :: !ClassInit
} deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData Thing
type Time = Float
type Delta = Float
type ActorId = Int
data Vector a = Vector
{ vectorX :: !a
, vectorY :: !a
, vectorZ :: !a
} deriving (Eq, Generics.Generic, Show)
instance (DeepSeq.NFData a) => DeepSeq.NFData (Vector a)
instance (Aeson.ToJSON a) => Aeson.ToJSON (Vector a) where
toJSON vector = Aeson.toJSON
[ vectorX vector
, vectorY vector
, vectorZ vector
]
data ClassInit = ClassInit
{ classInitLocation :: !(Maybe (Vector Int))
, classInitRotation :: !(Maybe (Vector Int))
} deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData ClassInit
instance Aeson.ToJSON ClassInit where
toJSON = Aeson.genericToJSON (Json.toJsonOptions "ClassInit")
-- { class stream id => { property stream id => name } }
type ClassPropertyMap = IntMap.IntMap (IntMap.IntMap Text.Text)
-- { stream id => object name }
type ObjectMap = IntMap.IntMap Text.Text
-- { class name => class id }
type ClassMap = Map.Map Text.Text Int
data Context = Context
{ contextObjectMap :: !ObjectMap
, contextClassPropertyMap :: !ClassPropertyMap
, contextThings :: !(IntMap.IntMap Thing)
, contextClassMap :: !ClassMap
, contextKeyFrames :: !(Set.Set Int)
} deriving (Eq, Generics.Generic, Show)
instance DeepSeq.NFData Context
extractContext :: Type.Replay -> Context
extractContext replay =
Context
{ contextObjectMap = CPM.getPropertyMap replay
, contextClassPropertyMap = CPM.getClassPropertyMap replay
, contextThings = IntMap.empty
, contextClassMap = CPM.getActorMap replay
, contextKeyFrames = replay
& Type.replayKeyFrames
& Type.unpackList
& map Type.keyFrameFrame
& map Type.unpackWord32LE
& map fromIntegral
& Set.fromList
}
byteStringToFloat :: BS.ByteString -> Float
byteStringToFloat bytes = Binary.runGet
IEEE754.getFloat32le
(bytes & BSL.fromStrict & BSL.map Type.reverseBits)
getVector :: Bits.BitGet (Vector Int)
getVector = do
numBits <- getNumVectorBits
let bias = Bits.shiftL 1 (numBits + 1)
let maxBits = numBits + 2
let maxValue = 2 ^ maxBits
dx <- getInt maxValue
dy <- getInt maxValue
dz <- getInt maxValue
return
Vector
{ vectorX = dx - bias
, vectorY = dy - bias
, vectorZ = dz - bias
}
getVectorBytewise
:: Bits.BitGet (Vector Int)
getVectorBytewise = do
hasX <- Bits.getBool
x <-
if hasX
then do
word <- Bits.getWord8 8
word & Type.reverseBits & fromIntegral & return
else return 0
hasY <- Bits.getBool
y <-
if hasY
then do
word <- Bits.getWord8 8
word & Type.reverseBits & fromIntegral & return
else return 0
hasZ <- Bits.getBool
z <-
if hasZ
then do
word <- Bits.getWord8 8
word & Type.reverseBits & fromIntegral & return
else return 0
return
Vector
{ vectorX = x
, vectorY = y
, vectorZ = z
}
getFloatVector :: Bits.BitGet (Vector Float)
getFloatVector = do
let maxValue = 1
let numBits = 16
x <- getFloat maxValue numBits
y <- getFloat maxValue numBits
z <- getFloat maxValue numBits
return Vector { vectorX = x, vectorY = y, vectorZ = z }
getFloat :: Int -> Int -> Bits.BitGet Float
getFloat maxValue numBits = do
let maxBitValue = (Bits.shiftL 1 (numBits - 1)) - 1
let bias = Bits.shiftL 1 (numBits - 1)
let serIntMax = Bits.shiftL 1 numBits
delta <- getInt serIntMax
let unscaledValue = delta - bias
if maxValue > maxBitValue
then do
let invScale = fromIntegral maxValue / fromIntegral maxBitValue
return (fromIntegral unscaledValue * invScale)
else do
let scale = fromIntegral maxBitValue / fromIntegral maxValue
let invScale = 1.0 / scale
return (fromIntegral unscaledValue * invScale)
getClassInit :: Text.Text -> Bits.BitGet ClassInit
getClassInit className = do
location <-
if Set.member className Data.locationClasses
then do
vector <- getVector
return (Just vector)
else return Nothing
rotation <-
if Set.member className Data.rotationClasses
then do
vector <- getVectorBytewise
return (Just vector)
else return Nothing
return
ClassInit
{ classInitLocation = location
, classInitRotation = rotation
}
bitSize
:: (Integral a)
=> a -> a
bitSize x = x & fromIntegral & logBase (2 :: Double) & ceiling
-- Reads an integer bitwise. The bits of the integer are backwards, so the
-- least significant bit is first. The argument is the maximum value this
-- integer can have. Bits will be read until the next bit would be greater than
-- the maximum value, or the number of bits necessary to reach the maximum
-- value has been reached, whichever comes first.
--
-- For example, if the maximum value is 4 and "11" has been read already,
-- nothing more will be read because another "1" would put the value over the
-- maximum.
getInt
:: Int -> Bits.BitGet Int
getInt maxValue = do
let maxBits = bitSize maxValue
go i value = do
let x = Bits.shiftL 1 i
if i < maxBits && value + x <= maxValue
then do
bit <- Bits.getBool
let newValue =
if bit
then value + x
else value
go (i + 1) newValue
else return value
go 0 0
getInt32 :: Bits.BitGet Int
getInt32 = do
bytes <- Bits.getByteString 4
let word = Binary.runGet
Binary.getWord32le
(bytes & BSL.fromStrict & BSL.map Type.reverseBits)
word & fromIntegral & (\ x -> x :: Int.Int32) & fromIntegral & return
getInt8 :: Bits.BitGet Int
getInt8 = do
byte <- Bits.getByteString 1
let word = Binary.runGet
Binary.getWord8
(byte & BSL.fromStrict & BSL.map Type.reverseBits)
word & fromIntegral & (\ x -> x :: Int.Int8) & fromIntegral & return
getWord8 :: Bits.BitGet Word.Word8
getWord8 = do
byte <- Bits.getByteString 1
let word = Binary.runGet
Binary.getWord8
(byte & BSL.fromStrict & BSL.map Type.reverseBits)
return word
getActorId :: Bits.BitGet Int
getActorId = getInt 1024
getNumVectorBits :: Bits.BitGet Int
getNumVectorBits = getInt 19
getInt7 :: Bits.BitGet Int
getInt7 = getInt 7