# Peppi [![test](https://github.com/hohav/peppi/actions/workflows/test.yml/badge.svg)](https://github.com/hohav/peppi/actions/workflows/Build.yml) [![](https://img.shields.io/crates/v/peppi.svg)](https://crates.io/crates/peppi) [![](https://docs.rs/peppi/badge.svg)](https://docs.rs/peppi/) Peppi is a Rust parser for [.slp](https://github.com/project-slippi/slippi-wiki/blob/master/SPEC.md) game replay files for [Super Smash Brothers Melee](https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee) for the Nintendo GameCube. These replays are generated by Jas Laferriere's [Slippi](https://github.com/JLaferri/project-slippi) recording code, which runs on a Wii or the [Dolphin](https://dolphin-emu.org/) emulator. âš ï¸ The `slp` tool has moved to the [peppi-slp](https://github.com/hohav/peppi-slp) crate. ## Installation In your `Cargo.toml`: ```toml [dependencies] peppi = "2.0" ``` ## Usage One-shot `.slp` parsing with [slippi::read](https://docs.rs/peppi/latest/peppi/io/slippi/de/fn.read.html) (use [peppi::read](https://docs.rs/peppi/latest/peppi/io/peppi/de/fn.read.html) instead for `.slpp`): ```rust use std::{fs, io}; use peppi::io::slippi::read; fn main() { let mut r = io::BufReader::new(fs::File::open("tests/data/game.slp").unwrap()); let game = read(&mut r, None).unwrap(); println!("{:#?}", game); } ``` <details> <summary>A more involved example</summary> ```rust use std::{fs, io}; use peppi::io::slippi::read; use peppi::frame::Rollbacks; // `ssbm-data` provides enums for characters, stages, action states, etc. // You can just hard-code constants instead, if you prefer. use ssbm_data::action_state::Common::{self, *}; /// Print the frames on which each player died. fn main() { let mut r = io::BufReader::new(fs::File::open("tests/data/game.slp").unwrap()); let game = read(&mut r, None).unwrap(); let mut is_dead = vec![false; game.frames.ports.len()]; let rollbacks = game.frames.rollbacks(Rollbacks::ExceptLast); for frame_idx in 0..game.frames.len() { if rollbacks[frame_idx] { continue; } for (port_idx, port_data) in game.frames.ports.iter().enumerate() { match port_data .leader .post .state .get(frame_idx) .and_then(|s| Common::try_from(s).ok()) { Some(DeadDown) | Some(DeadLeft) | Some(DeadRight) | Some(DeadUp) | Some(DeadUpStar) | Some(DeadUpStarIce) | Some(DeadUpFall) | Some(DeadUpFallHitCamera) | Some(DeadUpFallHitCameraFlat) | Some(DeadUpFallIce) | Some(DeadUpFallHitCameraIce) => { if !is_dead[port_idx] { is_dead[port_idx] = true; println!( "{} died on frame {}", game.start.players[port_idx].port, game.frames.id.get(frame_idx).unwrap(), ) } } _ => is_dead[port_idx] = false, } } } } ``` </details> <details> <summary>Live parsing</summary> ```rust use std::fs; use std::io::BufReader; use byteorder::ReadBytesExt; use peppi::io::slippi::de; fn main() { let mut r = BufReader::new(fs::File::open("tests/data/game.slp").unwrap()); // UBJSON wrapper (skip if using spectator protocol) let size = de::parse_header(&mut r, None).unwrap() as usize; // payload sizes & game start let mut state = de::parse_start(&mut r, None).unwrap(); // loop until we hit GameEnd or run out of bytes while de::parse_event(&mut r, &mut state, None).unwrap() != de::Event::GameEnd as u8 && state.bytes_read() < size { println!( "current frame number: {:?}", state.frames().id.iter().last() ); } // `U` (0x55) means metadata next (skip if using spectator protocol) if r.read_u8().unwrap() == 0x55 { de::parse_metadata(&mut r, &mut state, None).unwrap(); } } ``` </details> ## Development The Rust source files in [`src/frame`](src/frame) are generated using Clojure from [`frames.json`](gen/resources/frames.json), which describes all the per-frame fields present in each version of the [spec](https://github.com/project-slippi/slippi-wiki/blob/master/SPEC.md). If you modify `frames.json` or the generator code in `gen/src`, run `gen/scripts/frames` to regenerate those Rust files. If you're adding support for a new version of the spec, you'll also need to bump `peppi::io::slippi::MAX_SUPPORTED_VERSION`. ## Goals - Performance: Peppi aims to be the fastest parser for `.slp` files. - Ergonomics: It should be easy and natural to work with parsed data. - Lenience: accept-and-warn on malformed data, when feasible. - Cross-language support: other languages should be able to interact with Peppi easily and efficiently. - Round-tripping: Peppi can parse a replay and then write it back, bit-for-bit identically. - Alternative format: Peppi provides an [alternative format](#peppi-format) that is more compressible and easier to work with than `.slp`. ## Peppi Format The Peppi format (`.slpp`) is a [GNU tar](https://en.wikipedia.org/wiki/Tar_(computing)) archive containing the following files, in order: - `peppi.json`: Peppi-specific info. - `metadata.json`: Slippi's [metadata block](https://github.com/project-slippi/slippi-wiki/blob/master/SPEC.md#the-metadata-element). - `start.json`: JSON representation of the [Game Start](https://github.com/project-slippi/slippi-wiki/blob/master/SPEC.md#game-start) event. - `start.raw`: Raw binary Game Start event. - `end.json`: JSON representation of the [Game End](https://github.com/project-slippi/slippi-wiki/blob/master/SPEC.md#game-end) event. - `end.raw`: Raw binary Game End event. - `frames.arrow`: Frame data in Arrow format (see below). The bulk of this data is in `frames.arrow`, an [Arrow IPC](https://arrow.apache.org/docs/format/Columnar.html#ipc-file-format) file containing all of the game's frame data. This is a columnar format, which makes `.slpp` about twice as compressible as `.slp`. To convert between formats, use the [`slp`](https://github.com/hohav/peppi-slp) CLI tool.