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Rust implementation of FTLDat, a simple storage format used by the games Faster than Light and Into the Breach.

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FTLDat-rs

Rust implementation of FTLDat - a simple library for unpacking and repacking of .dat files, which are used by the games Into the Breach and Faster than Light (until version 1.6.1).

This library also supports the PKG format used by FTL after version 1.6.1.

Usage

Opening a package is fairly straightforward:

use ftldat::Package;

let package = Package::from_path_dat("path/to/file.dat");

// Can now query the package's contents, list or iterate...
println!("Number of entries: {}", &package.entry_count());
println!("Does the package contain a file at path 'test.txt'? {}", &package.entry_exists("test.txt"));

// List paths of all files within the package
let inner_paths = package.inner_paths();

for entry in package.iter() {
    // Do something with each entry
}

The underlying file is memory-mapped, and only read when initially creating the package instance, or when fetching an entry's content.

Packages can be modified to add, replace, or remove entries:

use ftldat::{Package, PackageEntry};

let mut package = Package::from_path_dat("path/to/file.dat");

// `add_entry` will only add the entry if the package does NOT already contain an entry at the specified
// path (test.txt). Otherwise, an error is returned.
package.add_entry(PackageEntry::from_string("test.txt", "My text file's content."));

// `put_entry` will overwrite the entry at the specified path (test2.txt) with the provided entry.
package.put_entry(PackageEntry::from_string("test2.txt", "Lorem ipsum dolor sit amet"));

// Remove individual entry
package.remove_entry("test.txt");

// Remove all entries
package.clear();

Entries can be created in a few ways:

// Directly from a string, mostly useful for testing (functionally the same as in-memory byte array)
let entry = PackageEntry::from_string("file.txt", "Lorem ipsum dolor sit amet");

// From a file on disk
let entry = PackageEntry::from_file("file.png", "path/to/file.png");

// From an in-memory byte array
let content = [0, 1, 2, 3];
PackageEntry::from_byte_array("file.bin", content.into());

// From a memory-mapped file
let mmap = ...     // Reference to the memory map
let mmap_rc = Rc::new(mmap);
let offset = ...   // Offset to the beginning of the entry's content within the memory-mapped file
let length = ...   // Number of bytes that make up the entry's content
let entry = PackageEntry::from_memory_mapped_file(
    "file.wav",
    mmap_rc.clone(),
    offset,
    length
);

Packages can be written back to a file:

use ftldat::Package;

let package = Package::from_path_dat("path/to/file.dat");

// `write_to_path_*` does not consume the `package`, allowing for multiple writes, but only allows writing
// to files other than the file from which the package was originally loaded.
package.to_path_dat("path/to/other/file.dat");

// `write_into_path_*` consumes the `package`, but releases file system resources and allows overwriting
// the file from which the package was originally loaded.
package.write_into_path_dat(package, "path/to/file.dat");

Contents of the package can also be extracted:

use ftldat::Package;

let package = Package::from_path_dat("path/to/file.dat");
package.extract("destination/directory/");

License

This project is licensed under GPLv3, as parts of it were initially informed by Slipstream Mod Manager's implementation

Areas to Improve

Considering that this project served me as a way to familiarize myself with Rust, there's bound to be a lot of room for improvement. In no particular order:

  • Error handling. Tried to use thiserror, a popular crate for error-handling, but I don't feel particularly confident about it.
  • Ownership of strings, I just used heap-allocated Strings and copied them left and right
  • Naming of functions, following proper Rust conventions (from, into, etc.)
  • Serialization of structs to bytes can probably be handled better (though I like keeping in-memory and on-disk representations separate)

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Rust implementation of FTLDat, a simple storage format used by the games Faster than Light and Into the Breach.

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