2019-09-06 17:07:21 +08:00
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# Recorder Binary File Format
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2019-04-12 23:21:54 +08:00
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2019-09-06 17:07:21 +08:00
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The recorder system saves all the info needed to replay the simulation in a binary file,
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using little endian byte order for the multibyte values.
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In the next image representing the file format, we can get a quick view of all the detailed
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information. Each part that is visualized in the image will be explained in the following sections:
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
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2019-09-06 17:07:21 +08:00
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In summary, the file format has a small header with general info
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(version, magic string, date and the map used) and a collection of packets of different types
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(currently we use 10 types, but that will continue growing up in the future).
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
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2019-09-06 17:07:21 +08:00
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## 1. Strings in binary
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Strings are encoded first with the length of it, followed by its characters without null
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character ending. For example, the string 'Town06' will be saved
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as hex values: 06 00 54 6f 77 6e 30 36
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
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## 2. Info header
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The info header has general information about the recorded file. Basically, it contains the version
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and a magic string to identify the file as a recorder file. If the header changes then the version
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will change also. Furthermore, it contains a date timestamp, with the number of seconds from the
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Epoch 1900, and also it contains a string with the name of the map that has been used for recording.
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
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A sample info header is:
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
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## 3. Packets
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Each packet starts with a little header of two fields (5 bytes):
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
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* **id**: The packet type
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* **size**: Size of packet data
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Header information is then followed by the **data**.
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The **data** is optional, a **size** of 0 means there is no **data** in the packet.
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If the **size** is greater than 0 it means that the packet has **data** bytes. Therefore,
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the **data** needs to be reinterpreted depending on the type of the packet.
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The header of the packet is useful because we can just ignore those packets we are not interested
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in when doing playback. We only need to read the header (first 5 bytes) of the packet and jump to
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the next packet just skipping the data of the packet:
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
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The types of packets are:
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
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We suggest to use **id** over 100 for user custom packets, because this list will keep growing in
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the future.
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2019-09-06 17:07:21 +08:00
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### 3.1 Packet 0: Frame Start
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This packet marks the start of a new frame, and it will be the first one to start each frame.
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All packets need to be placed between a **Frame Start** and a **Frame End**.
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
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So, elapsed + durationThis = elapsed time for next frame
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### 3.2 Packet 1: Frame End
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This frame has no data and it only marks the end of the current frame. That helps the replayer
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to know the end of each frame just before the new one starts.
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Usually, the next frame should be a Frame Start packet to start a new frame.
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
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### 3.3 Packet 2: Event Add
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This packet says how many actors we need to create at current frame.
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
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The field **total** says how many records follow. Each record starts with the **id** field,
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that is the id the actor has when it was recorded (on playback that id could change internally,
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but we need to use this id ). The **type** of actor can have these possible values:
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* 0 = Other
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* 1 = Vehicle
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* 2 = Walker
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* 3 = TrafficLight
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* 4 = INVALID
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After that, the **location** and the **rotation** where we want to create the actor is proceeded.
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Right after we have the **description** of the actor. The description **uid** is the numeric id of
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the description and the **id** is the textual id, like 'vehicle.seat.leon'.
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Then comes a collection of its **attributes** like color, number of wheels, role, etc.
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The number of attributes is variable and should look similar to this:
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* number_of_wheels = 4
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* sticky_control = true
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* color = 79,33,85
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* role_name = autopilot
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### 3.4 Packet 3: Event Del
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This packet says how many actors need to be destroyed this frame.
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
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It has the **total** of records, and each record has the **id** of the actor to remove.
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For example, this packet could be like this:
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
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The number 3 identifies the packet as (Event Del). The number 16 is the size of the data of
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the packet (4 fields of 4 bytes each). So if we don't want to process this packet, we could skip
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the next 16 bytes and will be directly to the start of the next packet.
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The next 3 says the total records that follows, and each record is the id of the actor to remove.
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So, we need to remove at this frame the actors 100, 101 and 120.
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### 3.5 Packet 4: Event Parent
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This packet says which actor is the child of another (the parent).
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
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The first id is the child actor, and the second one will be the parent actor.
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### 3.6 Packet 5: Event Collision
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If a collision happens between two actors, it will be registered in this packet. Currently only
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actors with a collision sensor will report collisions, so currently only hero vehicles have that
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sensor attached automatically.
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
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The **id** is just a sequence to identify each collision internally.
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Several collisions between the same pair of actors can happen in the same frame, because physics
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frame rate is fixed and usually there are several physics substeps in the same rendered frame.
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### 3.7 Packet 6: Position
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This packet records the position and orientation of all actors of type **vehicle** and
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**walker** that exist in the scene.
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
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### 3.8 Packet 7: TrafficLight
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This packet records the state of all **traffic lights** in the scene. Which means that it
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stores the state (red, orange or green) and the time it is waiting to change to a new state.
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
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### 3.9 Packet 8: Vehicle animation
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This packet records the animation of the vehicles, bikes and cycles. This packet stores the
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**throttle**, **sterring**, **brake**, **handbrake** and **gear** inputs, and then set them at playback.
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
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2019-09-06 17:07:21 +08:00
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### 3.10 Packet 9: Walker animation
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This packet records the animation of the walker. It just saves the **speed** of the walker
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that is used in the animation.
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
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## 4. Frame Layout
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A frame consists of several packets, where all of them are optional, except the ones that
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have the **start** and **end** in that frame, that must be there always.
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
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**Event** packets exist only in the frame where they happen.
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**Position** and **traffic light** packets should exist in all frames, because they are
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required to move all actors and set the traffic lights to its state.
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They are optional but if they are not present then the replayer will not be able to move
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or set the state of traffic lights.
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2019-09-06 17:07:21 +08:00
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The **animation** packets are also optional, but by default they are recorded. That way the walkers
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are animated and also the vehicle wheels follow the direction of the vehicles.
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2019-09-06 17:07:21 +08:00
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## 5. File Layout
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The layout of the file starts with the **info header** and then follows a collection of packets in
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groups. The first in each group is the **Frame Start** packet, and the last in the group is
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the **Frame End** packet. In between, we can find the rest of packets as well.
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
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2019-09-06 17:07:21 +08:00
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Usually, it is a good idea to have all packets regarding events first, and then the packets
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regarding position and state later.
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2019-09-06 17:07:21 +08:00
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The event packets are optional, since they appear when they happen, so we could have a layout
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like this one:
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
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In **frame 1** some actors are created and reparented, so we can observe its events in the image.
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In **frame 2** there are no events. In **frame 3** some actors have collided so the collision event
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appears with that info. In **frame 4** the actors are destroyed.
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