t2-demo-parser 2.2.0 → 3.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (95) hide show
  1. package/README.md +170 -7
  2. package/dist/BitStream.d.ts +14 -3
  3. package/dist/BitStream.d.ts.map +1 -1
  4. package/dist/BitStream.js +28 -6
  5. package/dist/BitStream.js.map +1 -1
  6. package/dist/BitWriter.d.ts +29 -0
  7. package/dist/BitWriter.d.ts.map +1 -0
  8. package/dist/BitWriter.js +76 -0
  9. package/dist/BitWriter.js.map +1 -0
  10. package/dist/ClassRegistry.d.ts +23 -28
  11. package/dist/ClassRegistry.d.ts.map +1 -1
  12. package/dist/ClassRegistry.js +75 -84
  13. package/dist/ClassRegistry.js.map +1 -1
  14. package/dist/DataBlockParsers.d.ts.map +1 -1
  15. package/dist/DataBlockParsers.js +51 -76
  16. package/dist/DataBlockParsers.js.map +1 -1
  17. package/dist/DemoParser.d.ts +23 -22
  18. package/dist/DemoParser.d.ts.map +1 -1
  19. package/dist/DemoParser.js +218 -266
  20. package/dist/DemoParser.js.map +1 -1
  21. package/dist/EventParsers.d.ts.map +1 -1
  22. package/dist/EventParsers.js +87 -58
  23. package/dist/EventParsers.js.map +1 -1
  24. package/dist/GhostManager.d.ts +7 -1
  25. package/dist/GhostManager.d.ts.map +1 -1
  26. package/dist/GhostManager.js +231 -146
  27. package/dist/GhostManager.js.map +1 -1
  28. package/dist/HuffmanProcessor.d.ts +15 -0
  29. package/dist/HuffmanProcessor.d.ts.map +1 -1
  30. package/dist/HuffmanProcessor.js +45 -0
  31. package/dist/HuffmanProcessor.js.map +1 -1
  32. package/dist/LiveParser.d.ts +20 -1
  33. package/dist/LiveParser.d.ts.map +1 -1
  34. package/dist/LiveParser.js +31 -12
  35. package/dist/LiveParser.js.map +1 -1
  36. package/dist/PacketParser.d.ts +22 -2
  37. package/dist/PacketParser.d.ts.map +1 -1
  38. package/dist/PacketParser.js +111 -48
  39. package/dist/PacketParser.js.map +1 -1
  40. package/dist/Timeline.d.ts +5 -2
  41. package/dist/Timeline.d.ts.map +1 -1
  42. package/dist/Timeline.js +25 -12
  43. package/dist/Timeline.js.map +1 -1
  44. package/dist/cli.js +3 -0
  45. package/dist/cli.js.map +1 -1
  46. package/dist/dataBlockDataTypes.d.ts +111 -112
  47. package/dist/dataBlockDataTypes.d.ts.map +1 -1
  48. package/dist/dataBlockDataTypes.js.map +1 -1
  49. package/dist/defaultRegistry.d.ts +9 -0
  50. package/dist/defaultRegistry.d.ts.map +1 -0
  51. package/dist/defaultRegistry.js +43 -0
  52. package/dist/defaultRegistry.js.map +1 -0
  53. package/dist/eventDataTypes.d.ts +74 -72
  54. package/dist/eventDataTypes.d.ts.map +1 -1
  55. package/dist/eventDataTypes.js.map +1 -1
  56. package/dist/ghostDataTypes.d.ts +125 -131
  57. package/dist/ghostDataTypes.d.ts.map +1 -1
  58. package/dist/ghostDataTypes.js.map +1 -1
  59. package/dist/index.d.ts +6 -4
  60. package/dist/index.d.ts.map +1 -1
  61. package/dist/index.js +4 -2
  62. package/dist/index.js.map +1 -1
  63. package/dist/types.d.ts +51 -2
  64. package/dist/types.d.ts.map +1 -1
  65. package/dist/types.js +6 -0
  66. package/dist/types.js.map +1 -1
  67. package/package.json +4 -1
  68. package/dist/BitStream.test.d.ts +0 -2
  69. package/dist/BitStream.test.d.ts.map +0 -1
  70. package/dist/BitStream.test.js +0 -419
  71. package/dist/BitStream.test.js.map +0 -1
  72. package/dist/ClassRegistry.test.d.ts +0 -2
  73. package/dist/ClassRegistry.test.d.ts.map +0 -1
  74. package/dist/ClassRegistry.test.js +0 -83
  75. package/dist/ClassRegistry.test.js.map +0 -1
  76. package/dist/DataBlockParsers.test.d.ts +0 -2
  77. package/dist/DataBlockParsers.test.d.ts.map +0 -1
  78. package/dist/DataBlockParsers.test.js +0 -294
  79. package/dist/DataBlockParsers.test.js.map +0 -1
  80. package/dist/DemoParser.test.d.ts +0 -2
  81. package/dist/DemoParser.test.d.ts.map +0 -1
  82. package/dist/DemoParser.test.js +0 -472
  83. package/dist/DemoParser.test.js.map +0 -1
  84. package/dist/GhostStateAccumulator.test.d.ts +0 -2
  85. package/dist/GhostStateAccumulator.test.d.ts.map +0 -1
  86. package/dist/GhostStateAccumulator.test.js +0 -201
  87. package/dist/GhostStateAccumulator.test.js.map +0 -1
  88. package/dist/GhostTracker.test.d.ts +0 -2
  89. package/dist/GhostTracker.test.d.ts.map +0 -1
  90. package/dist/GhostTracker.test.js +0 -64
  91. package/dist/GhostTracker.test.js.map +0 -1
  92. package/dist/IncrementalParser.test.d.ts +0 -2
  93. package/dist/IncrementalParser.test.d.ts.map +0 -1
  94. package/dist/IncrementalParser.test.js +0 -226
  95. package/dist/IncrementalParser.test.js.map +0 -1
@@ -2,6 +2,10 @@ import createDebug from "debug";
2
2
  import { BitStream } from "./BitStream.js";
3
3
  import { DataPacket, MaxGhostCount, GhostMsgEndGhosting, NetEventClassBitSize, NetEventClassFirst, NetObjectClassBitSize, NetObjectClassFirst, } from "./types.js";
4
4
  const debugGhosts = createDebug("t2-demo-parser:ghosts");
5
+ const debugEvents = createDebug("t2-demo-parser:events");
6
+ function errorMessage(e) {
7
+ return e instanceof Error ? e.message : String(e);
8
+ }
5
9
  /**
6
10
  * Parses individual network packets from demo recording blocks.
7
11
  *
@@ -26,6 +30,8 @@ export class PacketParser {
26
30
  _connectionEstablished = false;
27
31
  nextRecvEventSeq = 0;
28
32
  pendingGuaranteedEvents = [];
33
+ haltOnFault;
34
+ _fault;
29
35
  // Stats
30
36
  controlObjectParsed = 0;
31
37
  controlObjectFailed = 0;
@@ -43,10 +49,13 @@ export class PacketParser {
43
49
  packetsParsed = 0;
44
50
  protocolRejected = 0;
45
51
  protocolNoDispatch = 0;
52
+ /** Packets received after the parser faulted and halted. */
53
+ packetsDroppedAfterFault = 0;
46
54
  constructor(registry, ghostTracker, options) {
47
55
  this.registry = registry;
48
56
  this.ghostTracker = ghostTracker;
49
57
  this.dataBlockDataMap = options?.dataBlockDataMap;
58
+ this.haltOnFault = options?.haltOnFault ?? true;
50
59
  if (options?.connectionProtocolState) {
51
60
  this.setConnectionProtocolState(options.connectionProtocolState);
52
61
  }
@@ -63,11 +72,24 @@ export class PacketParser {
63
72
  }
64
73
  }
65
74
  getCompressionPoint() {
66
- return this.compressionPoint;
75
+ return { ...this.compressionPoint };
67
76
  }
77
+ /** Live datablock map (grows as SimDataBlockEvents arrive). */
68
78
  getDataBlockDataMap() {
69
79
  return this.dataBlockDataMap;
70
80
  }
81
+ /**
82
+ * The first parse fault, if any. Once set (and `haltOnFault` is on),
83
+ * later packets are returned empty with this fault attached; build a
84
+ * fresh parser (DemoParser.reset(), or a new createLiveParser seeded
85
+ * from a known-good state) to continue.
86
+ */
87
+ get fault() {
88
+ return this._fault;
89
+ }
90
+ get faulted() {
91
+ return this._fault !== undefined;
92
+ }
71
93
  getConnectionContext() {
72
94
  const dbMap = this.dataBlockDataMap;
73
95
  return {
@@ -164,6 +186,9 @@ export class PacketParser {
164
186
  const isAcked = (dnetHeader.ackMask & (1 << ((highestAck - ackSeq) & 0x1f))) !== 0;
165
187
  if (isAcked) {
166
188
  this.lastRecvAckAck = this.lastSeqRecvdAtSend[ackSeq & 0x1f] >>> 0;
189
+ // ConnectionProtocol::readPacketHeader (FUN_0043d4d0): the first
190
+ // acknowledged packet marks the connection established.
191
+ this._connectionEstablished = true;
167
192
  }
168
193
  }
169
194
  if (seqNumber - this.lastRecvAckAck > 0x20) {
@@ -178,6 +203,20 @@ export class PacketParser {
178
203
  const bs = new BitStream(data);
179
204
  // 1. Parse dnet header
180
205
  const dnetHeader = this.readDnetHeader(bs);
206
+ if (this._fault && this.haltOnFault) {
207
+ // Halted: mirror the engine, which has disconnected by now. The
208
+ // header is still decoded for the caller's benefit, but no state
209
+ // is touched.
210
+ this.packetsDroppedAfterFault++;
211
+ return {
212
+ dnetHeader,
213
+ rateInfo: {},
214
+ gameState: this.emptyGameState(),
215
+ events: [],
216
+ ghosts: [],
217
+ parseFault: this._fault,
218
+ };
219
+ }
181
220
  const protocol = this.applyProtocolHeader(dnetHeader);
182
221
  this.packetsParsed++;
183
222
  // ConnectionProtocol may reject this packet entirely (window/connect checks),
@@ -224,7 +263,32 @@ export class PacketParser {
224
263
  const ghosts = gameStateComplete && eventsComplete
225
264
  ? this.readGhosts(bs, dnetHeader.seqNumber)
226
265
  : [];
266
+ const lastGhost = ghosts[ghosts.length - 1];
227
267
  bs.setStringBuffer(false);
268
+ let parseFault;
269
+ if (!gameStateComplete) {
270
+ parseFault = {
271
+ stage: "gameState",
272
+ message: `control object ghost ${gameState.controlObjectGhostIndex} could not be read${gameState.controlObjectError ? `: ${gameState.controlObjectError}` : ""}`,
273
+ };
274
+ }
275
+ else if (!eventsComplete) {
276
+ parseFault = {
277
+ stage: "event",
278
+ message: `event class ${lastEvent.classId} (${this.registry.getEventParser(lastEvent.classId)?.name ?? "unbound"}) failed to parse: ${lastEvent.error ?? "unknown error"}`,
279
+ };
280
+ }
281
+ else if (lastGhost?.failed) {
282
+ parseFault = {
283
+ stage: "ghost",
284
+ message: `ghost ${lastGhost.index} (class ${lastGhost.classId}, ${lastGhost.classId !== undefined
285
+ ? (this.registry.getGhostParser(lastGhost.classId)?.name ?? "unbound")
286
+ : "unknown"}) ${lastGhost.type} failed to parse: ${lastGhost.error ?? "unknown error"}`,
287
+ };
288
+ }
289
+ if (parseFault && !this._fault) {
290
+ this._fault = parseFault;
291
+ }
228
292
  return {
229
293
  dnetHeader,
230
294
  rateInfo,
@@ -232,6 +296,7 @@ export class PacketParser {
232
296
  events,
233
297
  ghosts,
234
298
  ghostSectionStart,
299
+ ...(parseFault ? { parseFault } : {}),
235
300
  };
236
301
  }
237
302
  /**
@@ -336,49 +401,35 @@ export class PacketParser {
336
401
  if (bs.readFlag()) {
337
402
  if (bs.readFlag()) {
338
403
  // Control object is dirty — full update via readPacketData.
339
- // In Tribes 2 (build 25034), only Player and Camera override
340
- // writePacketData/readPacketData, so the control object is
341
- // always one of these two classes. We try candidates in order:
342
- // 1. Tracker classId (may be stale due to ghost index recycling)
343
- // 2. Player (classId 25) the normal control object
344
- // 3. Camera (classId 4)spectator mode
345
- // The candidate order must be a pure function of seeded state
346
- // (the tracker) so that a parser seeded mid-stream makes the same
347
- // choice as one that has followed the stream from the start —
348
- // no history-derived caches here.
404
+ // GameConnection::readPacket (FUN_005fb9f0) resolves the ghost
405
+ // index against the local ghost table and calls the object's
406
+ // virtual readPacketData (vtable+0x108) with no fallback. An
407
+ // untracked index is a null dereference in the engine, and a
408
+ // non-GameBase object has no readPacketData slot, so both are
409
+ // unrecoverable faults herenever a guess.
349
410
  const gIndex = bs.readInt(10);
350
411
  controlObjectGhostIndex = gIndex;
351
412
  controlObjectDataStart = bs.getCurPos();
352
- const start = bs.savePos();
353
413
  const ghost = this.ghostTracker.getGhost(gIndex);
354
- const preferredEntry = ghost
414
+ const entry = ghost
355
415
  ? this.registry.getGhostParser(ghost.classId)
356
416
  : undefined;
357
- const playerEntry = this.registry.getGhostParser(25); // Player
358
- const cameraEntry = this.registry.getGhostParser(4); // Camera
359
- // Build candidate list (deduplicated, only those with readPacketData)
360
- const candidates = [];
361
- const seen = new Set();
362
- const addCandidate = (entry) => {
363
- if (!entry?.readPacketData)
364
- return;
365
- if (seen.has(entry.name))
366
- return;
367
- seen.add(entry.name);
368
- candidates.push(entry);
369
- };
370
- addCandidate(preferredEntry);
371
- addCandidate(playerEntry);
372
- addCandidate(cameraEntry);
373
- let parsed = false;
374
- for (const entry of candidates) {
375
- bs.restorePos(start);
417
+ let controlObjectError;
418
+ if (!ghost) {
419
+ controlObjectError = `control object ghost ${gIndex} is not tracked`;
420
+ }
421
+ else if (!entry) {
422
+ controlObjectError = `no ghost class bound to classId ${ghost.classId}`;
423
+ }
424
+ else if (!entry.readPacketData) {
425
+ controlObjectError = `${entry.name} is not a GameBase and has no readPacketData`;
426
+ }
427
+ else {
376
428
  try {
377
429
  const conn = this.getConnectionContext();
378
430
  const data = entry.readPacketData(bs, conn);
379
- const bitsConsumed = bs.getCurPos() - controlObjectDataStart;
380
- if (bitsConsumed <= 0 || bs.isError()) {
381
- continue;
431
+ if (bs.isError()) {
432
+ throw new Error("ran past the end of the packet");
382
433
  }
383
434
  controlObjectData = data;
384
435
  controlObjectDataEnd = bs.getCurPos();
@@ -387,16 +438,12 @@ export class PacketParser {
387
438
  compressionPoint = this.compressionPoint;
388
439
  }
389
440
  this.controlObjectParsed++;
390
- parsed = true;
391
- break;
392
441
  }
393
- catch {
394
- // Try next candidate.
442
+ catch (e) {
443
+ controlObjectError = `${entry.name}.readPacketData: ${errorMessage(e)}`;
395
444
  }
396
445
  }
397
- if (!parsed) {
398
- bs.restorePos(start);
399
- // No parser — bail from game state
446
+ if (controlObjectError !== undefined) {
400
447
  controlObjectDataEnd = controlObjectDataStart;
401
448
  this.controlObjectFailed++;
402
449
  return {
@@ -416,6 +463,7 @@ export class PacketParser {
416
463
  controlObjectDataStart,
417
464
  controlObjectDataEnd,
418
465
  controlObjectData,
466
+ controlObjectError,
419
467
  targetVisibility: [],
420
468
  };
421
469
  }
@@ -492,9 +540,6 @@ export class PacketParser {
492
540
  this.dispatchGuaranteedEvents(dispatchedEvents);
493
541
  break;
494
542
  }
495
- else if (!bit) {
496
- break;
497
- }
498
543
  let sequenceNumber;
499
544
  let absoluteSequenceNumber;
500
545
  if (!unguaranteedPhase) {
@@ -519,10 +564,15 @@ export class PacketParser {
519
564
  try {
520
565
  const conn = this.getConnectionContext();
521
566
  parsedData = parserEntry.unpack(bs, conn);
567
+ if (bs.isError()) {
568
+ throw new Error("ran past the end of the packet");
569
+ }
522
570
  this.eventsParsed++;
523
571
  }
524
- catch {
572
+ catch (e) {
525
573
  this.eventsFailed++;
574
+ const error = `${parserEntry.name}: ${errorMessage(e)}`;
575
+ debugEvents("FAIL pkt=%d classId=%d parser=%s bit=%d/%d err=%s", this.packetsParsed, classId, parserEntry.name, dataBitsStart, bs.getMaxPos(), error);
526
576
  dispatchedEvents.push({
527
577
  classId,
528
578
  guaranteed: !unguaranteedPhase,
@@ -531,6 +581,7 @@ export class PacketParser {
531
581
  dataBitsStart,
532
582
  dataBitsEnd: dataBitsStart,
533
583
  failed: true,
584
+ error,
534
585
  });
535
586
  return dispatchedEvents;
536
587
  }
@@ -545,6 +596,7 @@ export class PacketParser {
545
596
  dataBitsStart,
546
597
  dataBitsEnd: dataBitsStart,
547
598
  failed: true,
599
+ error: `no parser bound for event classId ${classId}`,
548
600
  });
549
601
  return dispatchedEvents;
550
602
  }
@@ -696,15 +748,20 @@ export class PacketParser {
696
748
  classId,
697
749
  updateBitsStart,
698
750
  updateBitsEnd: updateBitsStart,
751
+ failed: true,
752
+ error: `no ghost parser bound for classId ${classId} (tracker divergence)`,
699
753
  });
700
754
  return ghosts;
701
755
  }
702
756
  let parsed = false;
757
+ let error;
703
758
  if (parserEntry) {
704
759
  try {
705
760
  const conn = this.getConnectionContext();
706
- conn.currentGhostIndex = index;
707
761
  const parsedData = parserEntry.unpackUpdate(bs, isNew, conn);
762
+ if (bs.isError()) {
763
+ throw new Error("ran past the end of the packet");
764
+ }
708
765
  const endPos = bs.getCurPos();
709
766
  if (isNew && classId !== undefined) {
710
767
  this.ghostTracker.createGhost(index, classId, parserEntry.name);
@@ -726,7 +783,8 @@ export class PacketParser {
726
783
  catch (e) {
727
784
  this.ghostsFailed++;
728
785
  const op = isNew ? "create" : "update";
729
- const message = e instanceof Error ? e.message : String(e);
786
+ const message = errorMessage(e);
787
+ error = `${parserEntry.name}: ${message}`;
730
788
  debugGhosts("FAIL pkt=%d seq=%d #%d idx=%d op=%s classId=%d parser=%s bit=%d/%d trackerSize=%d err=%s", this.packetsParsed, seqNumber, ghosts.length, index, op, classId, parserEntry.name, updateBitsStart, bs.getMaxPos(), this.ghostTracker.size(), message);
731
789
  }
732
790
  }
@@ -740,6 +798,11 @@ export class PacketParser {
740
798
  classId,
741
799
  updateBitsStart,
742
800
  updateBitsEnd: updateBitsStart,
801
+ failed: true,
802
+ error: error ??
803
+ (parserEntry
804
+ ? `${parserEntry.name}: unknown error`
805
+ : `no ghost parser bound for classId ${classId}`),
743
806
  });
744
807
  return ghosts;
745
808
  }
@@ -1 +1 @@
1
- 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createDebug from \"debug\";\nimport { BitStream } from \"./BitStream.js\";\nimport {\n DataPacket,\n MaxGhostCount,\n GhostMsgEndGhosting,\n NetEventClassBitSize,\n NetEventClassFirst,\n NetObjectClassBitSize,\n NetObjectClassFirst,\n} from \"./types.js\";\n\nconst debugGhosts = createDebug(\"t2-demo-parser:ghosts\");\nimport type {\n ConnectionProtocolState,\n DnetHeader,\n RateInfo,\n GameState,\n PacketData,\n NetEventInfo,\n GhostUpdate,\n} from \"./types.js\";\nimport type {\n ClassRegistry,\n ConnectionContext,\n GhostParserEntry,\n ParsedData,\n} from \"./ClassRegistry.js\";\nimport type { EventData, SimDataBlockEventData } from \"./eventDataTypes.js\";\nimport type { GhostTracker } from \"./GhostManager.js\";\n\n/**\n * Parses individual network packets from demo recording blocks.\n *\n * Packet layout (from the server connection perspective):\n * 1. dnet header (processRawPacket)\n * 2. Rate info (handlePacket)\n * 3. GameConnection::readPacket — game state, moves, etc.\n * 4. 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(objectId: number) => dbMap.get(objectId)\n : undefined,\n getGhostParser: (classId: number) =>\n this.registry.getGhostParser(classId),\n };\n }\n\n private _setNextRecvEventSeq(nextRecvEventSeq: number): void {\n this.nextRecvEventSeq = nextRecvEventSeq >>> 0;\n }\n\n setConnectionProtocolState(state: ConnectionProtocolState): void {\n this.lastSeqRecvdAtSend = state.lastSeqRecvdAtSend.slice(0, 32);\n while (this.lastSeqRecvdAtSend.length < 32) {\n this.lastSeqRecvdAtSend.push(0);\n }\n this.lastSeqRecvd = state.lastSeqRecvd >>> 0;\n this.highestAckedSeq = state.highestAckedSeq >>> 0;\n this.lastSendSeq = state.lastSendSeq >>> 0;\n this.recvAckMask = state.ackMask >>> 0;\n this.connectSequence = state.connectSequence >>> 0;\n this.lastRecvAckAck = state.lastRecvAckAck >>> 0;\n this._connectionEstablished = state.connectionEstablished;\n }\n\n /**\n * Export the current protocol window state. Together with\n * `getNextRecvEventSeq`, `getPendingGuaranteedEvents`,\n * `getCompressionPoint`, `getDataBlockDataMap`, and the ghost tracker\n * contents, this captures all cross-packet parser state, so an\n * identically seeded parser continues the stream in lockstep.\n */\n getConnectionProtocolState(): ConnectionProtocolState {\n return {\n lastSeqRecvdAtSend: this.lastSeqRecvdAtSend.slice(),\n lastSeqRecvd: this.lastSeqRecvd,\n highestAckedSeq: this.highestAckedSeq,\n lastSendSeq: this.lastSendSeq,\n ackMask: this.recvAckMask,\n connectSequence: this.connectSequence,\n lastRecvAckAck: this.lastRecvAckAck,\n connectionEstablished: this._connectionEstablished,\n };\n }\n\n getNextRecvEventSeq(): number {\n return this.nextRecvEventSeq;\n }\n\n getPendingGuaranteedEvents(): Array<{\n absoluteSequenceNumber: number;\n event: NetEventInfo;\n }> {\n return this.pendingGuaranteedEvents.map((entry) => ({ ...entry }));\n }\n\n /**\n * Emulate ConnectionProtocol::buildSendPacketHeader (FUN_0043d2d0, data path).\n * Demo block type 1 indicates a local send-packet trigger.\n */\n onSendPacketTrigger(): void {\n this.lastSendSeq = (this.lastSendSeq + 1) >>> 0;\n this.lastSeqRecvdAtSend[this.lastSendSeq & 0x1f] = this.lastSeqRecvd >>> 0;\n }\n\n /**\n * Emulates ConnectionProtocol::processRawPacket (FUN_0043d4d0).\n * A packet may be syntactically valid but still ignored for game payload\n * dispatch due to sequence/connect-window checks or duplicate seq numbers.\n */\n private applyProtocolHeader(dnetHeader: DnetHeader): {\n accepted: boolean;\n dispatchData: boolean;\n } {\n if (dnetHeader.connectSeqBit !== (this.connectSequence & 1)) {\n return { accepted: false, dispatchData: false };\n }\n if (dnetHeader.ackByteCount > 4 || dnetHeader.packetType > 2) {\n return { accepted: false, dispatchData: false };\n }\n\n let seqNumber =\n (dnetHeader.seqNumber | (this.lastSeqRecvd & 0xffff_fe00)) >>> 0;\n if (seqNumber < this.lastSeqRecvd) {\n seqNumber = (seqNumber + 0x200) >>> 0;\n }\n if (this.lastSeqRecvd + 0x1f < seqNumber) {\n return { accepted: false, dispatchData: false };\n }\n\n let highestAck =\n (dnetHeader.highestAck | (this.highestAckedSeq & 0xffff_fe00)) >>> 0;\n if (highestAck < this.highestAckedSeq) {\n highestAck = (highestAck + 0x200) >>> 0;\n }\n if (this.lastSendSeq < highestAck) {\n return { accepted: false, dispatchData: false };\n }\n\n const seqShift = (seqNumber - this.lastSeqRecvd) & 0x1f;\n this.recvAckMask = (this.recvAckMask << seqShift) >>> 0;\n if (dnetHeader.packetType === DataPacket) {\n this.recvAckMask = (this.recvAckMask | 1) >>> 0;\n }\n\n for (\n let ackSeq = this.highestAckedSeq + 1;\n ackSeq <= highestAck;\n ackSeq++\n ) {\n const isAcked =\n (dnetHeader.ackMask & (1 << ((highestAck - ackSeq) & 0x1f))) !== 0;\n if (isAcked) {\n this.lastRecvAckAck = this.lastSeqRecvdAtSend[ackSeq & 0x1f] >>> 0;\n }\n }\n if (seqNumber - this.lastRecvAckAck > 0x20) {\n this.lastRecvAckAck = seqNumber - 0x20;\n }\n this.highestAckedSeq = highestAck;\n\n const dispatchData =\n this.lastSeqRecvd !== seqNumber && dnetHeader.packetType === DataPacket;\n this.lastSeqRecvd = seqNumber;\n\n return { accepted: true, dispatchData };\n }\n\n parsePacket(data: Uint8Array): PacketData {\n const bs = new BitStream(data);\n\n // 1. Parse dnet header\n const dnetHeader = this.readDnetHeader(bs);\n const protocol = this.applyProtocolHeader(dnetHeader);\n\n this.packetsParsed++;\n\n // ConnectionProtocol may reject this packet entirely (window/connect checks),\n // or accept it but suppress game dispatch (duplicate seq / non-data packet).\n if (!protocol.accepted) {\n this.protocolRejected++;\n return {\n dnetHeader,\n rateInfo: {},\n gameState: this.emptyGameState(),\n events: [],\n ghosts: [],\n };\n }\n if (!protocol.dispatchData) {\n this.protocolNoDispatch++;\n return {\n dnetHeader,\n rateInfo: {},\n gameState: this.emptyGameState(),\n events: [],\n ghosts: [],\n };\n }\n\n // 2. Rate info (NetConnection::handlePacket)\n const rateInfo = this.readRateInfo(bs);\n\n // 3. Game state (GameConnection::readPacket — server connection path)\n bs.setStringBuffer(true);\n const gameState = this.readGameState(bs);\n\n // Only read events/ghosts if game state completed successfully.\n // When game state bails (control object dirty with no parser), the\n // stream position is wrong and we'd read garbage data.\n const gameStateComplete =\n gameState.controlObjectDataStart === undefined ||\n gameState.controlObjectData !== undefined;\n\n // 4. Events (NetConnection::readPacket -> eventReadPacket)\n const events = gameStateComplete ? this.readEvents(bs) : [];\n\n // Only read ghosts if all events were successfully parsed.\n // When an event can't be parsed, readEvents returns early and the\n // stream position is wrong — reading ghosts would produce garbage.\n const lastEvent = events[events.length - 1];\n const eventsComplete = !lastEvent?.failed;\n\n // 5. Ghosts (NetConnection::readPacket -> ghostReadPacket)\n const ghostSectionStart =\n gameStateComplete && eventsComplete ? bs.getCurPos() : undefined;\n const ghosts =\n gameStateComplete && eventsComplete\n ? this.readGhosts(bs, dnetHeader.seqNumber)\n : [];\n\n bs.setStringBuffer(false);\n\n return {\n dnetHeader,\n rateInfo,\n gameState,\n events,\n ghosts,\n ghostSectionStart,\n };\n }\n\n /**\n * Parse the dnet packet header (from processRawPacket in dnet.cc).\n */\n private readDnetHeader(bs: BitStream): DnetHeader {\n const gameFlag = bs.readFlag();\n const connectSeqBit = bs.readInt(1);\n const seqNumber = bs.readInt(9);\n const highestAck = bs.readInt(9);\n const packetType = bs.readInt(2);\n const ackByteCount = bs.readInt(3);\n const ackMask = ackByteCount > 0 ? bs.readInt(8 * ackByteCount) : 0;\n\n return {\n gameFlag,\n connectSeqBit,\n seqNumber,\n highestAck,\n packetType,\n ackByteCount,\n ackMask,\n };\n }\n\n /**\n * Parse rate info from handlePacket in netConnection.cc.\n */\n private readRateInfo(bs: BitStream): RateInfo {\n const info: RateInfo = {};\n if (bs.readFlag()) {\n info.updateDelay = bs.readInt(10);\n info.packetSize = bs.readInt(10);\n }\n if (bs.readFlag()) {\n info.maxUpdateDelay = bs.readInt(10);\n info.maxPacketSize = bs.readInt(10);\n }\n return info;\n }\n\n /**\n * Parse game state from GameConnection::readPacket (server connection path).\n */\n private readGameState(bs: BitStream): GameState {\n const lastMoveAck = bs.readInt(32);\n\n // Damage flash / whiteout\n let damageFlash: number | undefined;\n let whiteOut: number | undefined;\n if (bs.readFlag()) {\n if (bs.readFlag()) {\n damageFlash = bs.readFloat(7);\n }\n if (bs.readFlag()) {\n whiteOut = bs.readFloat(7) * 1.5;\n }\n }\n\n // Lock/homing state\n let selfLocked: boolean | undefined;\n let selfHomed: boolean | undefined;\n if (bs.readFlag()) {\n selfLocked = bs.readFlag();\n selfHomed = bs.readFlag();\n }\n\n // Seeker tracking state\n let seekerTracking: boolean | undefined;\n let seekerTrackingPos: { x: number; y: number; z: number } | undefined;\n let seekerMode: number | undefined;\n let seekerObjectGhostIndex: number | undefined;\n let targetPos: { x: number; y: number; z: number } | undefined;\n if (bs.readFlag()) {\n seekerTracking = bs.readFlag();\n // Binary 0x005fc020: when seekerTracking is true, reads 3×F32 (Point3F)\n // for the seeker target position (stored at connection+0x8454)\n if (seekerTracking) {\n seekerTrackingPos = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n }\n seekerMode = bs.readRangedU32(0, 2);\n if (seekerMode === 1) {\n if (bs.readFlag()) {\n seekerObjectGhostIndex = bs.readRangedU32(0, MaxGhostCount - 1);\n }\n } else if (seekerMode === 2) {\n targetPos = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n }\n }\n\n // Sensor ping/jam flags\n const pinged = bs.readFlag();\n const jammed = bs.readFlag();\n\n // Control object state\n let controlObjectGhostIndex: number | undefined;\n let controlObjectDataStart: number | undefined;\n let controlObjectDataEnd: number | undefined;\n let controlObjectData: ParsedData | undefined;\n let compressionPoint: { x: number; y: number; z: number } | undefined;\n\n if (bs.readFlag()) {\n if (bs.readFlag()) {\n // Control object is dirty — full update via readPacketData.\n // In Tribes 2 (build 25034), only Player and Camera override\n // writePacketData/readPacketData, so the control object is\n // always one of these two classes. We try candidates in order:\n // 1. Tracker classId (may be stale due to ghost index recycling)\n // 2. Player (classId 25) — the normal control object\n // 3. Camera (classId 4) — spectator mode\n // The candidate order must be a pure function of seeded state\n // (the tracker) so that a parser seeded mid-stream makes the same\n // choice as one that has followed the stream from the start —\n // no history-derived caches here.\n const gIndex = bs.readInt(10);\n controlObjectGhostIndex = gIndex;\n controlObjectDataStart = bs.getCurPos();\n const start = bs.savePos();\n const ghost = this.ghostTracker.getGhost(gIndex);\n\n const preferredEntry = ghost\n ? this.registry.getGhostParser(ghost.classId)\n : undefined;\n const playerEntry = this.registry.getGhostParser(25); // Player\n const cameraEntry = this.registry.getGhostParser(4); // Camera\n\n // Build candidate list (deduplicated, only those with readPacketData)\n const candidates: GhostParserEntry[] = [];\n const seen = new Set<string>();\n const addCandidate = (entry: GhostParserEntry | undefined): void => {\n if (!entry?.readPacketData) return;\n if (seen.has(entry.name)) return;\n seen.add(entry.name);\n candidates.push(entry);\n };\n addCandidate(preferredEntry);\n addCandidate(playerEntry);\n addCandidate(cameraEntry);\n\n let parsed = false;\n for (const entry of candidates) {\n bs.restorePos(start);\n try {\n const conn = this.getConnectionContext();\n const data = entry.readPacketData!(bs, conn);\n const bitsConsumed = bs.getCurPos() - controlObjectDataStart!;\n if (bitsConsumed <= 0 || bs.isError()) {\n continue;\n }\n\n controlObjectData = data;\n controlObjectDataEnd = bs.getCurPos();\n if (conn.compressionPoint !== this.compressionPoint) {\n this.compressionPoint = conn.compressionPoint;\n compressionPoint = this.compressionPoint;\n }\n this.controlObjectParsed++;\n parsed = true;\n break;\n } catch {\n // Try next candidate.\n }\n }\n\n if (!parsed) {\n bs.restorePos(start);\n // No parser — bail from game state\n controlObjectDataEnd = controlObjectDataStart;\n this.controlObjectFailed++;\n return {\n lastMoveAck,\n damageFlash,\n whiteOut,\n selfLocked,\n selfHomed,\n seekerTracking,\n seekerTrackingPos,\n seekerMode,\n seekerObjectGhostIndex,\n targetPos,\n pinged,\n jammed,\n controlObjectGhostIndex,\n controlObjectDataStart,\n controlObjectDataEnd,\n controlObjectData,\n targetVisibility: [],\n };\n }\n } else {\n // Compression point update — always accept (engine doesn't validate)\n compressionPoint = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n this.compressionPoint = compressionPoint;\n }\n }\n\n // Target visibility masks\n const targetVisibility: { index: number; mask: number }[] = [];\n while (bs.readFlag()) {\n targetVisibility.push({\n index: bs.readInt(4),\n mask: bs.readInt(32),\n });\n }\n\n // Camera FOV\n let cameraFov: number | undefined;\n if (bs.readFlag()) {\n cameraFov = bs.readInt(8);\n }\n\n return {\n lastMoveAck,\n damageFlash,\n whiteOut,\n selfLocked,\n selfHomed,\n seekerTracking,\n seekerTrackingPos,\n seekerMode,\n seekerObjectGhostIndex,\n targetPos,\n pinged,\n jammed,\n controlObjectGhostIndex,\n controlObjectDataStart,\n controlObjectDataEnd,\n controlObjectData,\n compressionPoint,\n targetVisibility:\n targetVisibility.length > 0 ? targetVisibility : undefined,\n cameraFov,\n };\n }\n\n /**\n * Parse events from eventReadPacket in netEvent.cc.\n *\n * Two phases:\n * 1. Unguaranteed events: while(readFlag) { classId(6b) + unpack }\n * 2. Guaranteed events: while(readFlag) { seqFlag(1b), [seq(7b)], classId(6b) + unpack }\n */\n private readEvents(bs: BitStream): NetEventInfo[] {\n const dispatchedEvents: NetEventInfo[] = [];\n let unguaranteedPhase = true;\n let prevGuaranteedSeq = -2;\n\n while (true) {\n const bit = bs.readFlag();\n if (unguaranteedPhase && !bit) {\n // Transition to guaranteed phase. Binary immediately reads one more\n // continuation bit for that phase.\n unguaranteedPhase = false;\n const guaranteedBit = bs.readFlag();\n if (!guaranteedBit) {\n this.dispatchGuaranteedEvents(dispatchedEvents);\n break;\n }\n } else if (!unguaranteedPhase && !bit) {\n this.dispatchGuaranteedEvents(dispatchedEvents);\n break;\n } else if (!bit) {\n break;\n }\n\n let sequenceNumber: number | undefined;\n let absoluteSequenceNumber: number | undefined;\n if (!unguaranteedPhase) {\n if (bs.readFlag()) {\n sequenceNumber = (prevGuaranteedSeq + 1) & 0x7f;\n } else {\n sequenceNumber = bs.readInt(7);\n }\n prevGuaranteedSeq = sequenceNumber;\n absoluteSequenceNumber =\n sequenceNumber | (this.nextRecvEventSeq & 0xffffff80);\n if (absoluteSequenceNumber < this.nextRecvEventSeq) {\n absoluteSequenceNumber += 0x80;\n }\n }\n\n const classId = bs.readInt(NetEventClassBitSize) + NetEventClassFirst;\n const dataBitsStart = bs.getCurPos();\n\n const parserEntry = this.registry.getEventParser(classId);\n let parsedData: ParsedData | undefined;\n\n if (parserEntry) {\n try {\n const conn = this.getConnectionContext();\n parsedData = parserEntry.unpack(bs, conn);\n this.eventsParsed++;\n } catch {\n this.eventsFailed++;\n dispatchedEvents.push({\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: dataBitsStart,\n failed: true,\n });\n return dispatchedEvents;\n }\n } else {\n // No parser — cannot advance safely.\n dispatchedEvents.push({\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: dataBitsStart,\n failed: true,\n });\n return dispatchedEvents;\n }\n\n const event: NetEventInfo = {\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: bs.getCurPos(),\n parsedData,\n };\n\n if (unguaranteedPhase) {\n dispatchedEvents.push(event);\n if (parsedData) {\n this.applyEventSideEffects(parsedData);\n }\n } else if (absoluteSequenceNumber !== undefined) {\n this.enqueueGuaranteedEvent(absoluteSequenceNumber, event);\n }\n }\n\n return dispatchedEvents;\n }\n\n private enqueueGuaranteedEvent(\n absoluteSequenceNumber: number,\n event: NetEventInfo,\n ): void {\n let insertAt = 0;\n while (\n insertAt < this.pendingGuaranteedEvents.length &&\n this.pendingGuaranteedEvents[insertAt].absoluteSequenceNumber <\n absoluteSequenceNumber\n ) {\n insertAt++;\n }\n this.pendingGuaranteedEvents.splice(insertAt, 0, {\n absoluteSequenceNumber,\n event,\n });\n }\n\n private dispatchGuaranteedEvents(dispatchedEvents: NetEventInfo[]): void {\n while (\n this.pendingGuaranteedEvents.length > 0 &&\n this.pendingGuaranteedEvents[0].absoluteSequenceNumber ===\n this.nextRecvEventSeq\n ) {\n const queued = this.pendingGuaranteedEvents.shift();\n if (!queued) break;\n this.nextRecvEventSeq = (this.nextRecvEventSeq + 1) >>> 0;\n dispatchedEvents.push(queued.event);\n if (queued.event.parsedData) {\n this.applyEventSideEffects(queued.event.parsedData);\n }\n }\n }\n\n /**\n * Apply event side effects that alter ghost index state.\n * These effects occur before ghostReadPacket on the same packet.\n */\n private applyEventSideEffects(parsedData: ParsedData): void {\n const eventType = parsedData.type;\n\n if (eventType === \"GhostingMessageEvent\") {\n const message = parsedData.message;\n // Tribes 2 handleGhostMessage EndGhosting (netGhost.cc:706) deletes\n // ONLY local ghosts. Datablocks are connection-lifetime state and\n // must be retained: the server's transmitDataBlocks skips datablocks\n // already sent on this connection (gameConnection.cc\n // cTransmitDataBlocks: only modifiedKey > mDataBlockModifiedKey is\n // re-sent), so on a mission change most datablocks are NOT re-sent\n // and clearing the map here leaves the new mission's ghosts\n // unresolvable.\n if (typeof message === \"number\" && message === GhostMsgEndGhosting) {\n this.ghostTracker.clear();\n }\n return;\n }\n\n if (eventType === \"GhostAlwaysObjectEvent\") {\n const ghostIndex = parsedData.ghostIndex;\n const classId = parsedData.classId;\n if (typeof ghostIndex === \"number\" && typeof classId === \"number\") {\n const parserEntry = this.registry.getGhostParser(classId);\n this.ghostTracker.createGhost(\n ghostIndex,\n classId,\n parserEntry?.name ?? `unknown_${classId}`,\n );\n }\n }\n\n // SimDataBlockEvent: accumulate parsed DataBlock data by objectId\n // (exported for seeding and consumed by downstream renderers).\n if (eventType === \"SimDataBlockEvent\" && this.dataBlockDataMap) {\n const dbEvent = parsedData as SimDataBlockEventData;\n if (dbEvent.dataBlockData && typeof dbEvent.objectId === \"number\") {\n this.dataBlockDataMap.set(dbEvent.objectId, dbEvent.dataBlockData);\n }\n }\n }\n\n /**\n * Parse ghosts from ghostReadPacket in netGhost.cc.\n */\n private readGhosts(bs: BitStream, seqNumber: number): GhostUpdate[] {\n const ghosts: GhostUpdate[] = [];\n\n if (!bs.readFlag()) {\n return ghosts;\n }\n\n const idSize = bs.readInt(3) + 3;\n\n while (bs.readFlag()) {\n // If the stream ran out of data during the moreFlag read, the\n // readFlag returned false (terminating the loop) with error set.\n // Check here for the case where readFlag returned true but the\n // subsequent header reads exhaust the stream.\n if (bs.isError()) break;\n\n const index = bs.readInt(idSize);\n\n // If the stream ran out of data during header reads, stop processing.\n // Without this check, exhausted reads return 0 (defaulting index to 0,\n // classId to 0) and the ghost parser runs on empty data, producing\n // a \"successful\" parse that consumed 0 bits.\n if (bs.isError()) break;\n\n if (bs.readFlag()) {\n // Ghost is being deleted\n this.ghostTracker.deleteGhost(index);\n this.ghostDeletes++;\n ghosts.push({\n index,\n type: \"delete\",\n updateBitsStart: bs.getCurPos(),\n updateBitsEnd: bs.getCurPos(),\n });\n continue;\n }\n\n const isNew = !this.ghostTracker.hasGhost(index);\n let classId: number | undefined;\n\n if (isNew) {\n classId = bs.readInt(NetObjectClassBitSize) + NetObjectClassFirst;\n } else {\n classId = this.ghostTracker.getGhost(index)?.classId;\n }\n\n const updateBitsStart = bs.getCurPos();\n const parserEntry =\n classId !== undefined\n ? this.registry.getGhostParser(classId)\n : undefined;\n\n // Detect tracker divergence: we think this is a new ghost (not in our\n // tracker) but the classId is unregistered. This almost certainly means\n // the server sent UPDATE data (no classId prefix) for a ghost our tracker\n // lost, and we misread the first 7 bits of update data as a classId.\n // This is engine-consistent — the real client would also fail here\n // because classId lookup would return NULL, triggering packet drop.\n if (isNew && !parserEntry) {\n this.ghostsTrackerDiverged++;\n debugGhosts(\n \"DIVERGED pkt=%d seq=%d idx=%d classId=%d bit=%d/%d trackerSize=%d \" +\n \"(server sent UPDATE for ghost not in our tracker; 7-bit classId is actually update data)\",\n this.packetsParsed,\n seqNumber,\n index,\n classId,\n updateBitsStart,\n bs.getMaxPos(),\n this.ghostTracker.size(),\n );\n ghosts.push({\n index,\n type: \"create\",\n classId,\n updateBitsStart,\n updateBitsEnd: updateBitsStart,\n });\n return ghosts;\n }\n\n let parsed = false;\n\n if (parserEntry) {\n try {\n const conn = this.getConnectionContext();\n conn.currentGhostIndex = index;\n const parsedData = parserEntry.unpackUpdate(bs, isNew, conn);\n const endPos = bs.getCurPos();\n\n if (isNew && classId !== undefined) {\n this.ghostTracker.createGhost(index, classId, parserEntry.name);\n this.ghostCreatesParsed++;\n } else {\n this.ghostUpdatesParsed++;\n }\n\n ghosts.push({\n index,\n type: isNew ? \"create\" : \"update\",\n classId,\n updateBitsStart,\n updateBitsEnd: endPos,\n parsedData,\n });\n parsed = true;\n } catch (e) {\n this.ghostsFailed++;\n const op = isNew ? \"create\" : \"update\";\n const message = e instanceof Error ? e.message : String(e);\n debugGhosts(\n \"FAIL pkt=%d seq=%d #%d idx=%d op=%s classId=%d parser=%s bit=%d/%d trackerSize=%d err=%s\",\n this.packetsParsed,\n seqNumber,\n ghosts.length,\n index,\n op,\n classId,\n parserEntry.name,\n updateBitsStart,\n bs.getMaxPos(),\n this.ghostTracker.size(),\n message,\n );\n }\n }\n\n if (parsed) continue;\n\n debugGhosts(\n \"STOP pkt=%d seq=%d idx=%d op=%s classId=%d parser=%s bit=%d/%d\",\n this.packetsParsed,\n seqNumber,\n index,\n isNew ? \"create\" : \"update\",\n classId,\n parserEntry?.name ?? \"NONE\",\n updateBitsStart,\n bs.getMaxPos(),\n );\n\n // Record and stop — can't parse this ghost's data.\n ghosts.push({\n index,\n type: isNew ? \"create\" : \"update\",\n classId,\n updateBitsStart,\n updateBitsEnd: updateBitsStart,\n });\n return ghosts;\n }\n\n return ghosts;\n }\n\n private emptyGameState(): GameState {\n return {\n lastMoveAck: 0,\n pinged: false,\n jammed: false,\n };\n }\n}\n"]}
1
+ 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createDebug from \"debug\";\nimport { BitStream } from \"./BitStream.js\";\nimport {\n DataPacket,\n MaxGhostCount,\n GhostMsgEndGhosting,\n NetEventClassBitSize,\n NetEventClassFirst,\n NetObjectClassBitSize,\n NetObjectClassFirst,\n} from \"./types.js\";\nimport type {\n ConnectionProtocolState,\n DnetHeader,\n RateInfo,\n GameState,\n PacketData,\n ParseFault,\n NetEventInfo,\n GhostUpdate,\n} from \"./types.js\";\nimport type {\n ClassRegistry,\n ConnectionContext,\n ParsedData,\n} from \"./ClassRegistry.js\";\nimport type { EventData, SimDataBlockEventData } from \"./eventDataTypes.js\";\nimport type { GhostTracker } from \"./GhostManager.js\";\n\nconst debugGhosts = createDebug(\"t2-demo-parser:ghosts\");\nconst debugEvents = createDebug(\"t2-demo-parser:events\");\n\nfunction errorMessage(e: unknown): string {\n return e instanceof Error ? e.message : String(e);\n}\n\n/**\n * Parses individual network packets from demo recording blocks.\n *\n * Packet layout (from the server connection perspective):\n * 1. dnet header (processRawPacket)\n * 2. Rate info (handlePacket)\n * 3. GameConnection::readPacket — game state, moves, etc.\n * 4. NetConnection::readPacket — events, then ghosts\n */\nexport class PacketParser {\n private registry: ClassRegistry;\n private ghostTracker: GhostTracker;\n private compressionPoint = { x: 0, y: 0, z: 0 };\n private dataBlockDataMap?: Map<number, ParsedData>;\n private lastSeqRecvdAtSend = new Array<number>(32).fill(0);\n private lastSeqRecvd = 0;\n private highestAckedSeq = 0;\n private lastSendSeq = 0;\n private recvAckMask = 0;\n private connectSequence = 0;\n private lastRecvAckAck = 0;\n private _connectionEstablished = false;\n private nextRecvEventSeq = 0;\n private pendingGuaranteedEvents: Array<{\n absoluteSequenceNumber: number;\n event: NetEventInfo;\n }> = [];\n private readonly haltOnFault: boolean;\n private _fault?: ParseFault;\n\n // Stats\n controlObjectParsed = 0;\n controlObjectFailed = 0;\n eventsParsed = 0;\n eventsFailed = 0;\n ghostCreatesParsed = 0;\n ghostUpdatesParsed = 0;\n ghostDeletes = 0;\n ghostsFailed = 0;\n /** Ghosts where our tracker says \"new\" but the classId is unregistered.\n * This indicates a tracker divergence: the server sent UPDATE data\n * (no classId prefix) for a ghost we don't have, so we misread the\n * first 7 bits of update data as a classId. */\n ghostsTrackerDiverged = 0;\n packetsParsed = 0;\n protocolRejected = 0;\n protocolNoDispatch = 0;\n /** Packets received after the parser faulted and halted. */\n packetsDroppedAfterFault = 0;\n\n constructor(\n registry: ClassRegistry,\n ghostTracker: GhostTracker,\n options?: {\n dataBlockDataMap?: Map<number, ParsedData>;\n connectionProtocolState?: ConnectionProtocolState;\n nextRecvEventSeq?: number;\n compressionPoint?: { x: number; y: number; z: number };\n pendingGuaranteedEvents?: Array<{\n absoluteSequenceNumber: number;\n event: NetEventInfo;\n }>;\n /**\n * Stop parsing after the first packet that faults (default true).\n * The engine drops the connection on an unreadable packet, and every\n * later packet would be parsed against ghost/event state that no\n * longer mirrors the server. Set false to keep going regardless.\n */\n haltOnFault?: boolean;\n },\n ) {\n this.registry = registry;\n this.ghostTracker = ghostTracker;\n this.dataBlockDataMap = options?.dataBlockDataMap;\n this.haltOnFault = options?.haltOnFault ?? true;\n if (options?.connectionProtocolState) {\n this.setConnectionProtocolState(options.connectionProtocolState);\n }\n if (typeof options?.nextRecvEventSeq === \"number\") {\n this.nextRecvEventSeq = options.nextRecvEventSeq >>> 0;\n }\n if (options?.compressionPoint) {\n this.compressionPoint = { ...options.compressionPoint };\n }\n if (options?.pendingGuaranteedEvents) {\n this.pendingGuaranteedEvents = options.pendingGuaranteedEvents\n .map((entry) => ({ ...entry }))\n .sort((a, b) => a.absoluteSequenceNumber - b.absoluteSequenceNumber);\n }\n }\n\n getCompressionPoint(): { x: number; y: number; z: number } {\n return { ...this.compressionPoint };\n }\n\n /** Live datablock map (grows as SimDataBlockEvents arrive). */\n getDataBlockDataMap(): ReadonlyMap<number, ParsedData> | undefined {\n return this.dataBlockDataMap;\n }\n\n /**\n * The first parse fault, if any. Once set (and `haltOnFault` is on),\n * later packets are returned empty with this fault attached; build a\n * fresh parser (DemoParser.reset(), or a new createLiveParser seeded\n * from a known-good state) to continue.\n */\n get fault(): ParseFault | undefined {\n return this._fault;\n }\n\n get faulted(): boolean {\n return this._fault !== undefined;\n }\n\n private getConnectionContext(): ConnectionContext {\n const dbMap = this.dataBlockDataMap;\n return {\n compressionPoint: this.compressionPoint,\n ghostTracker: this.ghostTracker,\n getDataBlockParser: (classId: number) =>\n this.registry.getDataBlockParser(classId),\n getDataBlockData: dbMap\n ? (objectId: number) => dbMap.get(objectId)\n : undefined,\n getGhostParser: (classId: number) =>\n this.registry.getGhostParser(classId),\n };\n }\n\n private _setNextRecvEventSeq(nextRecvEventSeq: number): void {\n this.nextRecvEventSeq = nextRecvEventSeq >>> 0;\n }\n\n setConnectionProtocolState(state: ConnectionProtocolState): void {\n this.lastSeqRecvdAtSend = state.lastSeqRecvdAtSend.slice(0, 32);\n while (this.lastSeqRecvdAtSend.length < 32) {\n this.lastSeqRecvdAtSend.push(0);\n }\n this.lastSeqRecvd = state.lastSeqRecvd >>> 0;\n this.highestAckedSeq = state.highestAckedSeq >>> 0;\n this.lastSendSeq = state.lastSendSeq >>> 0;\n this.recvAckMask = state.ackMask >>> 0;\n this.connectSequence = state.connectSequence >>> 0;\n this.lastRecvAckAck = state.lastRecvAckAck >>> 0;\n this._connectionEstablished = state.connectionEstablished;\n }\n\n /**\n * Export the current protocol window state. Together with\n * `getNextRecvEventSeq`, `getPendingGuaranteedEvents`,\n * `getCompressionPoint`, `getDataBlockDataMap`, and the ghost tracker\n * contents, this captures all cross-packet parser state, so an\n * identically seeded parser continues the stream in lockstep.\n */\n getConnectionProtocolState(): ConnectionProtocolState {\n return {\n lastSeqRecvdAtSend: this.lastSeqRecvdAtSend.slice(),\n lastSeqRecvd: this.lastSeqRecvd,\n highestAckedSeq: this.highestAckedSeq,\n lastSendSeq: this.lastSendSeq,\n ackMask: this.recvAckMask,\n connectSequence: this.connectSequence,\n lastRecvAckAck: this.lastRecvAckAck,\n connectionEstablished: this._connectionEstablished,\n };\n }\n\n getNextRecvEventSeq(): number {\n return this.nextRecvEventSeq;\n }\n\n getPendingGuaranteedEvents(): Array<{\n absoluteSequenceNumber: number;\n event: NetEventInfo;\n }> {\n return this.pendingGuaranteedEvents.map((entry) => ({ ...entry }));\n }\n\n /**\n * Emulate ConnectionProtocol::buildSendPacketHeader (FUN_0043d2d0, data path).\n * Demo block type 1 indicates a local send-packet trigger.\n */\n onSendPacketTrigger(): void {\n this.lastSendSeq = (this.lastSendSeq + 1) >>> 0;\n this.lastSeqRecvdAtSend[this.lastSendSeq & 0x1f] = this.lastSeqRecvd >>> 0;\n }\n\n /**\n * Emulates ConnectionProtocol::processRawPacket (FUN_0043d4d0).\n * A packet may be syntactically valid but still ignored for game payload\n * dispatch due to sequence/connect-window checks or duplicate seq numbers.\n */\n private applyProtocolHeader(dnetHeader: DnetHeader): {\n accepted: boolean;\n dispatchData: boolean;\n } {\n if (dnetHeader.connectSeqBit !== (this.connectSequence & 1)) {\n return { accepted: false, dispatchData: false };\n }\n if (dnetHeader.ackByteCount > 4 || dnetHeader.packetType > 2) {\n return { accepted: false, dispatchData: false };\n }\n\n let seqNumber =\n (dnetHeader.seqNumber | (this.lastSeqRecvd & 0xffff_fe00)) >>> 0;\n if (seqNumber < this.lastSeqRecvd) {\n seqNumber = (seqNumber + 0x200) >>> 0;\n }\n if (this.lastSeqRecvd + 0x1f < seqNumber) {\n return { accepted: false, dispatchData: false };\n }\n\n let highestAck =\n (dnetHeader.highestAck | (this.highestAckedSeq & 0xffff_fe00)) >>> 0;\n if (highestAck < this.highestAckedSeq) {\n highestAck = (highestAck + 0x200) >>> 0;\n }\n if (this.lastSendSeq < highestAck) {\n return { accepted: false, dispatchData: false };\n }\n\n const seqShift = (seqNumber - this.lastSeqRecvd) & 0x1f;\n this.recvAckMask = (this.recvAckMask << seqShift) >>> 0;\n if (dnetHeader.packetType === DataPacket) {\n this.recvAckMask = (this.recvAckMask | 1) >>> 0;\n }\n\n for (\n let ackSeq = this.highestAckedSeq + 1;\n ackSeq <= highestAck;\n ackSeq++\n ) {\n const isAcked =\n (dnetHeader.ackMask & (1 << ((highestAck - ackSeq) & 0x1f))) !== 0;\n if (isAcked) {\n this.lastRecvAckAck = this.lastSeqRecvdAtSend[ackSeq & 0x1f] >>> 0;\n // ConnectionProtocol::readPacketHeader (FUN_0043d4d0): the first\n // acknowledged packet marks the connection established.\n this._connectionEstablished = true;\n }\n }\n if (seqNumber - this.lastRecvAckAck > 0x20) {\n this.lastRecvAckAck = seqNumber - 0x20;\n }\n this.highestAckedSeq = highestAck;\n\n const dispatchData =\n this.lastSeqRecvd !== seqNumber && dnetHeader.packetType === DataPacket;\n this.lastSeqRecvd = seqNumber;\n\n return { accepted: true, dispatchData };\n }\n\n parsePacket(data: Uint8Array): PacketData {\n const bs = new BitStream(data);\n\n // 1. Parse dnet header\n const dnetHeader = this.readDnetHeader(bs);\n\n if (this._fault && this.haltOnFault) {\n // Halted: mirror the engine, which has disconnected by now. The\n // header is still decoded for the caller's benefit, but no state\n // is touched.\n this.packetsDroppedAfterFault++;\n return {\n dnetHeader,\n rateInfo: {},\n gameState: this.emptyGameState(),\n events: [],\n ghosts: [],\n parseFault: this._fault,\n };\n }\n\n const protocol = this.applyProtocolHeader(dnetHeader);\n\n this.packetsParsed++;\n\n // ConnectionProtocol may reject this packet entirely (window/connect checks),\n // or accept it but suppress game dispatch (duplicate seq / non-data packet).\n if (!protocol.accepted) {\n this.protocolRejected++;\n return {\n dnetHeader,\n rateInfo: {},\n gameState: this.emptyGameState(),\n events: [],\n ghosts: [],\n };\n }\n if (!protocol.dispatchData) {\n this.protocolNoDispatch++;\n return {\n dnetHeader,\n rateInfo: {},\n gameState: this.emptyGameState(),\n events: [],\n ghosts: [],\n };\n }\n\n // 2. Rate info (NetConnection::handlePacket)\n const rateInfo = this.readRateInfo(bs);\n\n // 3. Game state (GameConnection::readPacket — server connection path)\n bs.setStringBuffer(true);\n const gameState = this.readGameState(bs);\n\n // Only read events/ghosts if game state completed successfully.\n // When game state bails (control object dirty with no parser), the\n // stream position is wrong and we'd read garbage data.\n const gameStateComplete =\n gameState.controlObjectDataStart === undefined ||\n gameState.controlObjectData !== undefined;\n\n // 4. Events (NetConnection::readPacket -> eventReadPacket)\n const events = gameStateComplete ? this.readEvents(bs) : [];\n\n // Only read ghosts if all events were successfully parsed.\n // When an event can't be parsed, readEvents returns early and the\n // stream position is wrong — reading ghosts would produce garbage.\n const lastEvent = events[events.length - 1];\n const eventsComplete = !lastEvent?.failed;\n\n // 5. Ghosts (NetConnection::readPacket -> ghostReadPacket)\n const ghostSectionStart =\n gameStateComplete && eventsComplete ? bs.getCurPos() : undefined;\n const ghosts =\n gameStateComplete && eventsComplete\n ? this.readGhosts(bs, dnetHeader.seqNumber)\n : [];\n const lastGhost = ghosts[ghosts.length - 1];\n\n bs.setStringBuffer(false);\n\n let parseFault: ParseFault | undefined;\n if (!gameStateComplete) {\n parseFault = {\n stage: \"gameState\",\n message: `control object ghost ${gameState.controlObjectGhostIndex} could not be read${\n gameState.controlObjectError ? `: ${gameState.controlObjectError}` : \"\"\n }`,\n };\n } else if (!eventsComplete) {\n parseFault = {\n stage: \"event\",\n message: `event class ${lastEvent.classId} (${\n this.registry.getEventParser(lastEvent.classId)?.name ?? \"unbound\"\n }) failed to parse: ${lastEvent.error ?? \"unknown error\"}`,\n };\n } else if (lastGhost?.failed) {\n parseFault = {\n stage: \"ghost\",\n message: `ghost ${lastGhost.index} (class ${lastGhost.classId}, ${\n lastGhost.classId !== undefined\n ? (this.registry.getGhostParser(lastGhost.classId)?.name ?? \"unbound\")\n : \"unknown\"\n }) ${lastGhost.type} failed to parse: ${lastGhost.error ?? \"unknown error\"}`,\n };\n }\n if (parseFault && !this._fault) {\n this._fault = parseFault;\n }\n\n return {\n dnetHeader,\n rateInfo,\n gameState,\n events,\n ghosts,\n ghostSectionStart,\n ...(parseFault ? { parseFault } : {}),\n };\n }\n\n /**\n * Parse the dnet packet header (from processRawPacket in dnet.cc).\n */\n private readDnetHeader(bs: BitStream): DnetHeader {\n const gameFlag = bs.readFlag();\n const connectSeqBit = bs.readInt(1);\n const seqNumber = bs.readInt(9);\n const highestAck = bs.readInt(9);\n const packetType = bs.readInt(2);\n const ackByteCount = bs.readInt(3);\n const ackMask = ackByteCount > 0 ? bs.readInt(8 * ackByteCount) : 0;\n\n return {\n gameFlag,\n connectSeqBit,\n seqNumber,\n highestAck,\n packetType,\n ackByteCount,\n ackMask,\n };\n }\n\n /**\n * Parse rate info from handlePacket in netConnection.cc.\n */\n private readRateInfo(bs: BitStream): RateInfo {\n const info: RateInfo = {};\n if (bs.readFlag()) {\n info.updateDelay = bs.readInt(10);\n info.packetSize = bs.readInt(10);\n }\n if (bs.readFlag()) {\n info.maxUpdateDelay = bs.readInt(10);\n info.maxPacketSize = bs.readInt(10);\n }\n return info;\n }\n\n /**\n * Parse game state from GameConnection::readPacket (server connection path).\n */\n private readGameState(bs: BitStream): GameState {\n const lastMoveAck = bs.readInt(32);\n\n // Damage flash / whiteout\n let damageFlash: number | undefined;\n let whiteOut: number | undefined;\n if (bs.readFlag()) {\n if (bs.readFlag()) {\n damageFlash = bs.readFloat(7);\n }\n if (bs.readFlag()) {\n whiteOut = bs.readFloat(7) * 1.5;\n }\n }\n\n // Lock/homing state\n let selfLocked: boolean | undefined;\n let selfHomed: boolean | undefined;\n if (bs.readFlag()) {\n selfLocked = bs.readFlag();\n selfHomed = bs.readFlag();\n }\n\n // Seeker tracking state\n let seekerTracking: boolean | undefined;\n let seekerTrackingPos: { x: number; y: number; z: number } | undefined;\n let seekerMode: number | undefined;\n let seekerObjectGhostIndex: number | undefined;\n let targetPos: { x: number; y: number; z: number } | undefined;\n if (bs.readFlag()) {\n seekerTracking = bs.readFlag();\n // Binary 0x005fc020: when seekerTracking is true, reads 3×F32 (Point3F)\n // for the seeker target position (stored at connection+0x8454)\n if (seekerTracking) {\n seekerTrackingPos = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n }\n seekerMode = bs.readRangedU32(0, 2);\n if (seekerMode === 1) {\n if (bs.readFlag()) {\n seekerObjectGhostIndex = bs.readRangedU32(0, MaxGhostCount - 1);\n }\n } else if (seekerMode === 2) {\n targetPos = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n }\n }\n\n // Sensor ping/jam flags\n const pinged = bs.readFlag();\n const jammed = bs.readFlag();\n\n // Control object state\n let controlObjectGhostIndex: number | undefined;\n let controlObjectDataStart: number | undefined;\n let controlObjectDataEnd: number | undefined;\n let controlObjectData: ParsedData | undefined;\n let compressionPoint: { x: number; y: number; z: number } | undefined;\n\n if (bs.readFlag()) {\n if (bs.readFlag()) {\n // Control object is dirty — full update via readPacketData.\n // GameConnection::readPacket (FUN_005fb9f0) resolves the ghost\n // index against the local ghost table and calls the object's\n // virtual readPacketData (vtable+0x108) with no fallback. An\n // untracked index is a null dereference in the engine, and a\n // non-GameBase object has no readPacketData slot, so both are\n // unrecoverable faults here — never a guess.\n const gIndex = bs.readInt(10);\n controlObjectGhostIndex = gIndex;\n controlObjectDataStart = bs.getCurPos();\n const ghost = this.ghostTracker.getGhost(gIndex);\n const entry = ghost\n ? this.registry.getGhostParser(ghost.classId)\n : undefined;\n\n let controlObjectError: string | undefined;\n if (!ghost) {\n controlObjectError = `control object ghost ${gIndex} is not tracked`;\n } else if (!entry) {\n controlObjectError = `no ghost class bound to classId ${ghost.classId}`;\n } else if (!entry.readPacketData) {\n controlObjectError = `${entry.name} is not a GameBase and has no readPacketData`;\n } else {\n try {\n const conn = this.getConnectionContext();\n const data = entry.readPacketData(bs, conn);\n if (bs.isError()) {\n throw new Error(\"ran past the end of the packet\");\n }\n controlObjectData = data;\n controlObjectDataEnd = bs.getCurPos();\n if (conn.compressionPoint !== this.compressionPoint) {\n this.compressionPoint = conn.compressionPoint;\n compressionPoint = this.compressionPoint;\n }\n this.controlObjectParsed++;\n } catch (e) {\n controlObjectError = `${entry.name}.readPacketData: ${errorMessage(e)}`;\n }\n }\n\n if (controlObjectError !== undefined) {\n controlObjectDataEnd = controlObjectDataStart;\n this.controlObjectFailed++;\n return {\n lastMoveAck,\n damageFlash,\n whiteOut,\n selfLocked,\n selfHomed,\n seekerTracking,\n seekerTrackingPos,\n seekerMode,\n seekerObjectGhostIndex,\n targetPos,\n pinged,\n jammed,\n controlObjectGhostIndex,\n controlObjectDataStart,\n controlObjectDataEnd,\n controlObjectData,\n controlObjectError,\n targetVisibility: [],\n };\n }\n } else {\n // Compression point update — always accept (engine doesn't validate)\n compressionPoint = {\n x: bs.readF32(),\n y: bs.readF32(),\n z: bs.readF32(),\n };\n this.compressionPoint = compressionPoint;\n }\n }\n\n // Target visibility masks\n const targetVisibility: { index: number; mask: number }[] = [];\n while (bs.readFlag()) {\n targetVisibility.push({\n index: bs.readInt(4),\n mask: bs.readInt(32),\n });\n }\n\n // Camera FOV\n let cameraFov: number | undefined;\n if (bs.readFlag()) {\n cameraFov = bs.readInt(8);\n }\n\n return {\n lastMoveAck,\n damageFlash,\n whiteOut,\n selfLocked,\n selfHomed,\n seekerTracking,\n seekerTrackingPos,\n seekerMode,\n seekerObjectGhostIndex,\n targetPos,\n pinged,\n jammed,\n controlObjectGhostIndex,\n controlObjectDataStart,\n controlObjectDataEnd,\n controlObjectData,\n compressionPoint,\n targetVisibility:\n targetVisibility.length > 0 ? targetVisibility : undefined,\n cameraFov,\n };\n }\n\n /**\n * Parse events from eventReadPacket in netEvent.cc.\n *\n * Two phases:\n * 1. Unguaranteed events: while(readFlag) { classId(6b) + unpack }\n * 2. Guaranteed events: while(readFlag) { seqFlag(1b), [seq(7b)], classId(6b) + unpack }\n */\n private readEvents(bs: BitStream): NetEventInfo[] {\n const dispatchedEvents: NetEventInfo[] = [];\n let unguaranteedPhase = true;\n let prevGuaranteedSeq = -2;\n\n while (true) {\n const bit = bs.readFlag();\n if (unguaranteedPhase && !bit) {\n // Transition to guaranteed phase. Binary immediately reads one more\n // continuation bit for that phase.\n unguaranteedPhase = false;\n const guaranteedBit = bs.readFlag();\n if (!guaranteedBit) {\n this.dispatchGuaranteedEvents(dispatchedEvents);\n break;\n }\n } else if (!unguaranteedPhase && !bit) {\n this.dispatchGuaranteedEvents(dispatchedEvents);\n break;\n }\n\n let sequenceNumber: number | undefined;\n let absoluteSequenceNumber: number | undefined;\n if (!unguaranteedPhase) {\n if (bs.readFlag()) {\n sequenceNumber = (prevGuaranteedSeq + 1) & 0x7f;\n } else {\n sequenceNumber = bs.readInt(7);\n }\n prevGuaranteedSeq = sequenceNumber;\n absoluteSequenceNumber =\n sequenceNumber | (this.nextRecvEventSeq & 0xffffff80);\n if (absoluteSequenceNumber < this.nextRecvEventSeq) {\n absoluteSequenceNumber += 0x80;\n }\n }\n\n const classId = bs.readInt(NetEventClassBitSize) + NetEventClassFirst;\n const dataBitsStart = bs.getCurPos();\n\n const parserEntry = this.registry.getEventParser(classId);\n let parsedData: ParsedData | undefined;\n\n if (parserEntry) {\n try {\n const conn = this.getConnectionContext();\n parsedData = parserEntry.unpack(bs, conn);\n if (bs.isError()) {\n throw new Error(\"ran past the end of the packet\");\n }\n this.eventsParsed++;\n } catch (e) {\n this.eventsFailed++;\n const error = `${parserEntry.name}: ${errorMessage(e)}`;\n debugEvents(\n \"FAIL pkt=%d classId=%d parser=%s bit=%d/%d err=%s\",\n this.packetsParsed,\n classId,\n parserEntry.name,\n dataBitsStart,\n bs.getMaxPos(),\n error,\n );\n dispatchedEvents.push({\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: dataBitsStart,\n failed: true,\n error,\n });\n return dispatchedEvents;\n }\n } else {\n // No parser — cannot advance safely.\n dispatchedEvents.push({\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: dataBitsStart,\n failed: true,\n error: `no parser bound for event classId ${classId}`,\n });\n return dispatchedEvents;\n }\n\n const event: NetEventInfo = {\n classId,\n guaranteed: !unguaranteedPhase,\n sequenceNumber,\n absoluteSequenceNumber,\n dataBitsStart,\n dataBitsEnd: bs.getCurPos(),\n parsedData,\n };\n\n if (unguaranteedPhase) {\n dispatchedEvents.push(event);\n if (parsedData) {\n this.applyEventSideEffects(parsedData);\n }\n } else if (absoluteSequenceNumber !== undefined) {\n this.enqueueGuaranteedEvent(absoluteSequenceNumber, event);\n }\n }\n\n return dispatchedEvents;\n }\n\n private enqueueGuaranteedEvent(\n absoluteSequenceNumber: number,\n event: NetEventInfo,\n ): void {\n let insertAt = 0;\n while (\n insertAt < this.pendingGuaranteedEvents.length &&\n this.pendingGuaranteedEvents[insertAt].absoluteSequenceNumber <\n absoluteSequenceNumber\n ) {\n insertAt++;\n }\n this.pendingGuaranteedEvents.splice(insertAt, 0, {\n absoluteSequenceNumber,\n event,\n });\n }\n\n private dispatchGuaranteedEvents(dispatchedEvents: NetEventInfo[]): void {\n while (\n this.pendingGuaranteedEvents.length > 0 &&\n this.pendingGuaranteedEvents[0].absoluteSequenceNumber ===\n this.nextRecvEventSeq\n ) {\n const queued = this.pendingGuaranteedEvents.shift();\n if (!queued) break;\n this.nextRecvEventSeq = (this.nextRecvEventSeq + 1) >>> 0;\n dispatchedEvents.push(queued.event);\n if (queued.event.parsedData) {\n this.applyEventSideEffects(queued.event.parsedData);\n }\n }\n }\n\n /**\n * Apply event side effects that alter ghost index state.\n * These effects occur before ghostReadPacket on the same packet.\n */\n private applyEventSideEffects(parsedData: ParsedData): void {\n const eventType = parsedData.type;\n\n if (eventType === \"GhostingMessageEvent\") {\n const message = parsedData.message;\n // Tribes 2 handleGhostMessage EndGhosting (netGhost.cc:706) deletes\n // ONLY local ghosts. Datablocks are connection-lifetime state and\n // must be retained: the server's transmitDataBlocks skips datablocks\n // already sent on this connection (gameConnection.cc\n // cTransmitDataBlocks: only modifiedKey > mDataBlockModifiedKey is\n // re-sent), so on a mission change most datablocks are NOT re-sent\n // and clearing the map here leaves the new mission's ghosts\n // unresolvable.\n if (typeof message === \"number\" && message === GhostMsgEndGhosting) {\n this.ghostTracker.clear();\n }\n return;\n }\n\n if (eventType === \"GhostAlwaysObjectEvent\") {\n const ghostIndex = parsedData.ghostIndex;\n const classId = parsedData.classId;\n if (typeof ghostIndex === \"number\" && typeof classId === \"number\") {\n const parserEntry = this.registry.getGhostParser(classId);\n this.ghostTracker.createGhost(\n ghostIndex,\n classId,\n parserEntry?.name ?? `unknown_${classId}`,\n );\n }\n }\n\n // SimDataBlockEvent: accumulate parsed DataBlock data by objectId\n // (exported for seeding and consumed by downstream renderers).\n if (eventType === \"SimDataBlockEvent\" && this.dataBlockDataMap) {\n const dbEvent = parsedData as SimDataBlockEventData;\n if (dbEvent.dataBlockData && typeof dbEvent.objectId === \"number\") {\n this.dataBlockDataMap.set(dbEvent.objectId, dbEvent.dataBlockData);\n }\n }\n }\n\n /**\n * Parse ghosts from ghostReadPacket in netGhost.cc.\n */\n private readGhosts(bs: BitStream, seqNumber: number): GhostUpdate[] {\n const ghosts: GhostUpdate[] = [];\n\n if (!bs.readFlag()) {\n return ghosts;\n }\n\n const idSize = bs.readInt(3) + 3;\n\n while (bs.readFlag()) {\n // If the stream ran out of data during the moreFlag read, the\n // readFlag returned false (terminating the loop) with error set.\n // Check here for the case where readFlag returned true but the\n // subsequent header reads exhaust the stream.\n if (bs.isError()) break;\n\n const index = bs.readInt(idSize);\n\n // If the stream ran out of data during header reads, stop processing.\n // Without this check, exhausted reads return 0 (defaulting index to 0,\n // classId to 0) and the ghost parser runs on empty data, producing\n // a \"successful\" parse that consumed 0 bits.\n if (bs.isError()) break;\n\n if (bs.readFlag()) {\n // Ghost is being deleted\n this.ghostTracker.deleteGhost(index);\n this.ghostDeletes++;\n ghosts.push({\n index,\n type: \"delete\",\n updateBitsStart: bs.getCurPos(),\n updateBitsEnd: bs.getCurPos(),\n });\n continue;\n }\n\n const isNew = !this.ghostTracker.hasGhost(index);\n let classId: number | undefined;\n\n if (isNew) {\n classId = bs.readInt(NetObjectClassBitSize) + NetObjectClassFirst;\n } else {\n classId = this.ghostTracker.getGhost(index)?.classId;\n }\n\n const updateBitsStart = bs.getCurPos();\n const parserEntry =\n classId !== undefined\n ? this.registry.getGhostParser(classId)\n : undefined;\n\n // Detect tracker divergence: we think this is a new ghost (not in our\n // tracker) but the classId is unregistered. This almost certainly means\n // the server sent UPDATE data (no classId prefix) for a ghost our tracker\n // lost, and we misread the first 7 bits of update data as a classId.\n // This is engine-consistent — the real client would also fail here\n // because classId lookup would return NULL, triggering packet drop.\n if (isNew && !parserEntry) {\n this.ghostsTrackerDiverged++;\n debugGhosts(\n \"DIVERGED pkt=%d seq=%d idx=%d classId=%d bit=%d/%d trackerSize=%d \" +\n \"(server sent UPDATE for ghost not in our tracker; 7-bit classId is actually update data)\",\n this.packetsParsed,\n seqNumber,\n index,\n classId,\n updateBitsStart,\n bs.getMaxPos(),\n this.ghostTracker.size(),\n );\n ghosts.push({\n index,\n type: \"create\",\n classId,\n updateBitsStart,\n updateBitsEnd: updateBitsStart,\n failed: true,\n error: `no ghost parser bound for classId ${classId} (tracker divergence)`,\n });\n return ghosts;\n }\n\n let parsed = false;\n let error: string | undefined;\n\n if (parserEntry) {\n try {\n const conn = this.getConnectionContext();\n const parsedData = parserEntry.unpackUpdate(bs, isNew, conn);\n if (bs.isError()) {\n throw new Error(\"ran past the end of the packet\");\n }\n const endPos = bs.getCurPos();\n\n if (isNew && classId !== undefined) {\n this.ghostTracker.createGhost(index, classId, parserEntry.name);\n this.ghostCreatesParsed++;\n } else {\n this.ghostUpdatesParsed++;\n }\n\n ghosts.push({\n index,\n type: isNew ? \"create\" : \"update\",\n classId,\n updateBitsStart,\n updateBitsEnd: endPos,\n parsedData,\n });\n parsed = true;\n } catch (e) {\n this.ghostsFailed++;\n const op = isNew ? \"create\" : \"update\";\n const message = errorMessage(e);\n error = `${parserEntry.name}: ${message}`;\n debugGhosts(\n \"FAIL pkt=%d seq=%d #%d idx=%d op=%s classId=%d parser=%s bit=%d/%d trackerSize=%d err=%s\",\n this.packetsParsed,\n seqNumber,\n ghosts.length,\n index,\n op,\n classId,\n parserEntry.name,\n updateBitsStart,\n bs.getMaxPos(),\n this.ghostTracker.size(),\n message,\n );\n }\n }\n\n if (parsed) continue;\n\n debugGhosts(\n \"STOP pkt=%d seq=%d idx=%d op=%s classId=%d parser=%s bit=%d/%d\",\n this.packetsParsed,\n seqNumber,\n index,\n isNew ? \"create\" : \"update\",\n classId,\n parserEntry?.name ?? \"NONE\",\n updateBitsStart,\n bs.getMaxPos(),\n );\n\n // Record and stop — can't parse this ghost's data.\n ghosts.push({\n index,\n type: isNew ? \"create\" : \"update\",\n classId,\n updateBitsStart,\n updateBitsEnd: updateBitsStart,\n failed: true,\n error:\n error ??\n (parserEntry\n ? `${parserEntry.name}: unknown error`\n : `no ghost parser bound for classId ${classId}`),\n });\n return ghosts;\n }\n\n return ghosts;\n }\n\n private emptyGameState(): GameState {\n return {\n lastMoveAck: 0,\n pinged: false,\n jammed: false,\n };\n }\n}\n"]}
@@ -38,6 +38,7 @@ export interface GameEvent {
38
38
  /** Complete timeline extracted from a demo file. */
39
39
  export interface DemoTimeline {
40
40
  durationMs: number;
41
+ /** Simulation tick length (MoveTickMs); keyframe times are multiples of it. */
41
42
  tickIntervalMs: number;
42
43
  packetCount: number;
43
44
  ghostInstances: GhostInstance[];
@@ -47,8 +48,10 @@ export interface DemoTimeline {
47
48
  /**
48
49
  * Extracts a time-indexed DemoTimeline from a parsed DemoFile.
49
50
  *
50
- * Timestamps are derived by distributing packet blocks evenly across
51
- * the demo duration (Torque sends packets at a fixed tick rate).
51
+ * Each Move block is one fixed 32ms simulation tick, so a packet's
52
+ * timestamp is the number of Move blocks that precede it × 32ms. This is
53
+ * exact demo time (the recorder writes a Move block every tick whether or
54
+ * not a packet arrived), and it matches `DemoParser.bufferedMoveTicks`.
52
55
  */
53
56
  export declare function buildTimeline(demo: DemoFile, registry: ClassRegistry): DemoTimeline;
54
57
  export interface TimelineStats {
@@ -1 +1 @@
1
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