Toolkit crate providing various implementations for codecs distributed by Wargaming.net. These codecs are part of the Core engine (previously known as BigWorld) notably used by World of Tanks. This crate also provides an implementation of the network protocol.
- Crate page
- Crate documentation
- Packed XML codec
- Deserialization
- Serialization
- Tank model codec
- Deserialization of visual tree
- Deserialization of vertices/indices
- Compiled space codec (WIP)
- Deserialization of some sections
- BWTB (header table)
- BWST (string table)
- BWT2 (terrain2)
- BWSG (static geometry)
- BWCS (compiled space settings)
- BWAL (asset list)
- Deserialization of some sections
- Resource virtual filesystem (read-only)
- Package indexing
- Reading file either from native filesystem or packages
- Reading directory entries from native filesystem and packages
- Script definitions (entities, interfaces, components, aliases, type system)
- Loading and parsing the game's own definition files (Packed XML) into a programmatic model, no per-game code generation required
- Dynamic runtime values, including lazy-decoded Python pickle values
- Dynamic entity/method/property dispatch computed from the loaded model
- Network protocol
- Packets encoding and decoding (partial flags support)
- Writing and reading elements to and from a bundle of packets
- Off-channel and channel bundle input and output with reliable support
- Applications (
appmodule), abstracting over the socket server:- Login application (server-side)
- Base application (server-side), with dynamic dispatch against a loaded script model
- Cell application element ids and (partial) codecs, reverse-engineered from the live client (no server implementation yet)
- Client application element definitions
- Login proxy and generic debugging proxy applications, for intercepting, forwarding and inspecting traffic without being blocked by the Blowfish cipher
- Crate page
- Packed XML
- Deserialization and display
- Value editing (string, integer, boolean, float)
- Resource virtual filesystem
- Read file content and copy it to stdout
- Read directory content with possible configured recursion
- Mount as a real filesystem via Dokan (Windows,
dokanfeature) or FUSE (Unix,fusefeature)
- World of Tanks server (
wotfeature)- Login and base application server, with its script model (entities, interfaces, aliases) loaded dynamically from the game's own resources at startup
- Proxy mode, forwarding and decoding traffic to/from a real login and base application for debugging and protocol analysis
When contributing to the code base, some rules should be followed:
- Each major feature should have its own directory module;
- Each side-feature, used internally by core features should be located under
utilmodule in its own file module. - When working on a custom reader and/or writer, but only implement one of the two, please anticipate how your module would be built with both implemented;
- Catch all errors and forward them toward the public interface;
- Custom error types should all be defined using
thiserror::Errorderivation; - When working on a custom reader and/or writer that doesn't provide lazy read/write operations, please make simple public functions that directly output, like
from_reader(reader: impl Read)orto_writer(writer: impl Write).
Thanks to SkepticalFox for wot-space.bin-utils python library, which directly inspired this crate.
Thanks to SkaceKamen for wot-model-converter python library, for its open-source work on processed model file format.