Deep Dives
Implementation-focused walkthroughs of gem replay internals.
Read these in order for full parser internals:
- Bits & Bytes Primer
- Stream Layer
- Parser Layer
- SendTable Layer
- State Reconstruction Layer
- Event Normalization Layer
- Extractors Layer
- Match Assembly Layer
- Replay Edge Cases
| Layer | What it covers |
|---|---|
| Stream Layer | Outer replay container framing, ticks, compression handling |
| Parser Layer | Outer/inner dispatch orchestration and ordering guarantees |
| SendTable Layer | Serializer schema build, field models, decoder wiring |
| State Reconstruction Layer | String tables, baselines, entity lifecycle and state mutation |
| Event Normalization Layer | Game-event schema dispatch and S1/S2 combat-log normalization |
| Extractors Layer | Domain-specific timelines/time-series: players, objectives, wards, draft, courier, teamfights |
| Match Assembly Layer | Merge extractor outputs into ParsedMatch and project to DataFrames |
Cross-cutting reference:
- Replay Edge Cases: duplicate hero entities, within-tick sampling, truncated replays, schema drift, and heuristic limits