Rust library for working with the Blaze packet system this is the networking solution used by games such as Mass Effect 3, Battlefield 3, another Other EA games.
This is created for use with the Rust re-write of the PocketRelay (https://github.com/jacobtread/PocketRelay) software.
In order to read the contents of packets you will need to define structs that the Tdf values can be mapped to.
🚩 IMPORTANT 🚩 When defining Tdf structs you must define the tag names in the order in which they appear in the encoded packet. They are decoded by skipping values until the correct tag is reached so placing them in the incorrect order will result in them not being read
All tag names must be defined in uppercase because reading and writing is case sensitive.
When selecting types for packet fields you can only use types which inherit the Codec trait the following table lists the following
Any* = Any Other Mentioned Types
A,B,C = Multiple types accepted
The types u8 - u64 and i8 - i64 are cast to u64 and encoded using the VarInt encoding
| Type | Details |
|--------------------------------------|-------------------------------------------------|
| u8, u16, u32, u64, i8, i16, i32, i64 | Converted to VarInt |
| VarInt | Variable length integer value |
| String | Text encoded will a null terminator |
| Vec\
```rust use blaze_pk::packet;
packet! {
struct MyPacket {
TEST: u32,
STR: String,
BLOB: Vec
When you need to create a structure that is stored inside a packet struct you
need to use the group!()
macro so that it can be encoded and decoded. An example
of this is the following
🚩 IMPORTANT 🚩 Everything previously mentioned for creating packets also applies to creating groups so keep that in mind when creating them.
```rust use blaze_pk::group;
group! {
struct MyGroup {
TEST: u32,
STR: String,
BLOB: Vec
```
This struct can then be used in your packet struct
```rust use blaze_pk::{packet, group};
group! {
struct MyGroup {
TEST: u32,
STR: String,
BLOB: Vec
packet! { struct MyPacket { TEST: u32, STR: String, MY: MyGroup } } ```
In order to be able to send notify and request packets you will need to have an
enum for turning Component and Command names into IDs for this you can use the
define_components!()
macro
The example usage of this macro is as follows:
```rust use blazepk::definecomponents;
define_components! { Authentication (0x0) { First (0x1) Second (0x2) Third (0x3) }
Other (0x1) {
First (0x1)
Second (0x2)
Third (0x3)
}
} ```
This will generate a module named "components" with the following enums for you to use these enums implement the PacketComponent trait which maps the component and command values to these enums.
```rust pub mod components { #[derive(Debug, Eq, PartialEq)] pub enum Authentication { First, Second, Third, Unknown(u16), }
#[derive(Debug, Eq, PartialEq)]
pub enum Other {
First,
Second,
Third,
Unknown(u16),
}
} ```
Packets can be created with one of the following functions on the Packets struct.
| Function | Arguments | Description | |----------|----------------------------------------------------------------------------------------------------------------------------|-------------------------------------------------------| | request | counter (The request counter for ID's), component (A component line the one created earlier), content (The packet content) | Creates a request packet | | notify | component (A component line the one created earlier), content (The packet content) | Creates a notification packet | | response | packet (The packet to respond to), content (The packet content) | Creates a packet that is responding to another packet | | error | packet (The packet to respond to), error (The error), content (The packet content) | Creates an error packet |
Each of these functions have a variant suffixed with _empty which is a shortcut function for specifiying one of these packets that has no content.
Notify Example:
This will create a Notify packet for the Authentication component with the First command
```rust
use blaze_pk::Packets;
// {Previous Code}
fn createpacket() { let mypacket = Packets::notify_empty(components::Authentication::First); } ```