GBX.NET is a GameBox (.Gbx) file parser library written in C# for .NET software framework. This file type can be seen in many of the Nadeo games like TrackMania, ShootMania or Virtual Skipper.
For any questions, open an issue, join my Discord server or message me via DM: BigBang1112#9489.
- GBX.NET can recognize entire Gbx files, however cannot read all of the existing files. Gbx file is basically a serialized class from the GameBox engine, and all of these classes must be known to read. Exploring new chunks can be done by reverse engineering the games.
- GBX.NET can write most of the Gbx file types (those that can be read by the parser).
- All versions of Gbx are supported: ranging from TM1.0 to TM®, except the Gbx versions below 3 (which haven't been seen so far, even in the oldest game).
- GBX.NET 0.10.0+ is separated into MIT and GPL3.0, see License.
- Reading text-formatted Gbx is not currently supported.
- Reading compressed reference tables is not currently supported.
- Reading Pak files is partially supported with the GBX.NET.PAK sublibrary, but it applies only to Paks from TMU/F.
Here are some of the useful classes/types to start with:
Latest extension | Class | Can read | Can write | Other extension/s |
---|---|---|---|---|
Map.Gbx | CGameCtnChallenge | Yes | Yes | Challenge.Gbx |
Replay.Gbx | CGameCtnReplayRecord | Yes | No1 | |
Ghost.Gbx | CGameCtnGhost | Yes | Yes | |
Clip.Gbx | CGameCtnMediaClip | Yes | Yes | |
Item.Gbx | CGameItemModel | Yes | No | |
Block.Gbx | CGameItemModel | Yes | No | |
Mat.Gbx | CPlugMaterialUserInst | Yes | Yes | |
Macroblock.Gbx | CGameCtnMacroBlockInfo | Yes | Yes | |
LightMapCache.Gbx | CHmsLightMapCache | Yes | Yes | |
SystemConfig.Gbx | CSystemConfig | Yes | Yes | |
Scores.Gbx | CGamePlayerScore | Yes | No |
- 1Safety reasons. Consider extracting
CGameCtnGhost
fromCGameCtnReplayRecord
, transfer it over toCGameCtnMediaBlockGhost
, add it toCGameCtnMediaClip
, and save it as.Clip.Gbx
, which you can then import in MediaTracker. - 2Only up to TMUF.
Full list of supported file types is available in the SUPPORTED GBX FILE TYPES.
- GBX.NET is compatible down to .NET Standard 2.0 and .NET Framework 4.6.2.
- Current C# language version is 10.
To build the solution:
- Installing Visual Studio 2022 with default .NET tools and .NET Framework 4.6.2 Targeting Pack is the easiest option.
- JetBrains Rider also works as it should. Visual Studio Code may work with a bit more setup.
- Make sure you have all the needed targetting packs installed (currently .NET 6.0, .NET Standard 2.1, .NET Standard 2.0, and .NET Framework 4.6.2).
(reminder: you can just use the NuGet packages in any IDE or text editor that supports them)
The Gbx format compatibility is extensible through the GBX.NET.Engines
namespace.
Through the Gbx format, internal game objects (called nodes) are being serialized and deserialized through chunks. In GBX.NET, chunks are presented as node's nested classes and they are named using the pattern Chunk[chunkId]
(where chunkId
is formatted on 8 digits).
Nodes inherit CMwNod
or other class that inherits CMwNod
and each node class has a NodeAttribute
with its latest ID and a protected constructor. Chunks inherit the Chunk<T>
/SkippableChunk<T>
/HeaderChunk<T>
class based on the behaviour and each chunk class has a ChunkAttribute
with its latest ID.
Node caching is being done to increase the performance of reflection that handles the rules above (applies to both reading and writing):
- All nodes are cached when calling the
NodeCacheManager.GetClassTypeById
(reading) orNodeCacheManager.GetClassIdByType
(writing) for the first time - using theNodeCacheManager.CacheClassTypesIfNotCached()
method, causing a slight delay on the first parse (rougly between 7-20 ms) and additional 1MB usage of memory. This may increase very slightly with future library additions. - Selective chunk caching only caches the chunk types and their attributes when a "new" node type appears during reading/writing. This was done to improve the delay of node caching and to value memory usage to things that are needed. Not caching the chunk types together with node types (at the same time) improves the performance by around 80%.
The library also speeds up parse time by ignoring unused skippable chunks with discover feature:
- Discover basically means "read a skippable chunk".
- Skippable chunks are read in-depth only if methods or properties request for them.
- Calling certain properties will discover all needed chunks synchronously before returning the value.
- You can pre-discover certain chunks on different threads to increase your code's performance.
Maps were selected from all kinds of Trackmania official campaigns picked by the biggest file size.
BenchmarkDotNet=v0.13.1, OS=Windows 10.0.19043.1889 (21H1/May2021Update)
AMD Ryzen 7 3700X, 1 CPU, 16 logical and 8 physical cores
.NET SDK=7.0.100-preview.6.22352.1
[Host] : .NET 6.0.8 (6.0.822.36306), X64 RyuJIT [AttachedDebugger]
Job-LTRNAC : .NET 6.0.8 (6.0.822.36306), X64 RyuJIT
File name | Read | Read header | Write |
---|---|---|---|
0_TrackMania\1.2.5 DemoSolo\DemoRaceB1 | 0,23 ms | 0,04 ms | 0,26 ms |
4_TrackMania United\2\snowC5 | 0,30 ms | 0,05 ms | 0,34 ms |
2_TrackMania Original\1.5 Demo\DemoRace3 | 0,33 ms | 0,05 ms | 0,29 ms |
1_TrackMania Sunrise\1.4.7\CleanLanding | 0,33 ms | 0,04 ms | 0,34 ms |
0_TrackMania\1.2.3\RaceF7 | 0,39 ms | 0,05 ms | 0,37 ms |
4_TrackMania United\2.0.8\DesertE | 0,43 ms | 0,06 ms | 0,43 ms |
1_TrackMania Sunrise\1.4.5\AirControl | 0,50 ms | 0,04 ms | 0,67 ms |
3_TrackMania Nations ESWC\1.7.5\Pro A-4 | 0,64 ms | 0,05 ms | 1,34 ms |
1_TrackMania Sunrise\1.4.5 Nvidia\TrialTime | 0,68 ms | 0,04 ms | 1,03 ms |
1_TrackMania Sunrise\1.5\TrialTime | 0,76 ms | 0,05 ms | 1,01 ms |
1_TrackMania Sunrise\1.4.6\LittleWalk | 0,80 ms | 0,04 ms | 1,38 ms |
1_TrackMania Sunrise\1.5 Demo\DemoRace1 | 0,88 ms | 0,04 ms | 1,92 ms |
8_Trackmania 2020\Training\cRç»f - 20 | 0,95 ms | 0,05 ms | 2,17 ms |
8_Trackmania 2020\Training\Training - 20 | 0,99 ms | 0,07 ms | 1,96 ms |
6_TrackMania 2\MP4\BaseValley | 1,10 ms | 0,04 ms | 2,07 ms |
5_TrackMania Forever\2.11.11 Nations\E02-Endurance | 1,28 ms | 0,04 ms | 2,74 ms |
7_TrackMania Turbo\VR\VR_Stadium_007 | 1,29 ms | 0,06 ms | 2,79 ms |
1_TrackMania Sunrise\1.4\Paradise Island | 1,33 ms | 0,04 ms | 4,43 ms |
6_TrackMania 2\MP4Valley\D13 | 1,51 ms | 0,06 ms | 3,00 ms |
6_TrackMania 2\MP4Lagoon\B01 | 1,63 ms | 0,06 ms | 3,02 ms |
6_TrackMania 2\MP3Platform\E03 - Ultimate Nightmare | 1,68 ms | 0,04 ms | 3,04 ms |
5_TrackMania Forever\2.11.11 United\StuntC1 | 1,76 ms | 0,03 ms | 6,35 ms |
5_TrackMania Forever\2.11.25\StarStadiumE | 1,81 ms | 0,04 ms | 2,42 ms |
7_TrackMania Turbo\Solo\100 | 1,82 ms | 0,05 ms | 3,69 ms |
6_TrackMania 2\MP3Valley\E01 | 1,85 ms | 0,08 ms | 3,86 ms |
0_TrackMania\1.1\RaceD1 | 1,94 ms | 0,04 ms | 10,93 ms |
0_TrackMania\1 Demo\Track6 | 1,98 ms | 0,03 ms | 10,21 ms |
6_TrackMania 2\MP3Stadium\E02 | 1,99 ms | 0,06 ms | 4,48 ms |
2_TrackMania Original\1.5\StuntsD1 | 2,14 ms | 0,04 ms | 8,96 ms |
0_TrackMania\1 Beta\Track6 | 2,23 ms | 0,05 ms | 10,60 ms |
0_TrackMania\1\PuzzleF2 | 2,28 ms | 0,05 ms | 17,25 ms |
6_TrackMania 2\MP3Canyon\B10 | 2,92 ms | 0,03 ms | 3,24 ms |
8_Trackmania 2020\Royal\NoTechLogic | 2,92 ms | 0,12 ms | 6,96 ms |
Community\CCP#04 - ODYSSEY | 3,31 ms | 0,05 ms | 8,62 ms |
8_Trackmania 2020\20201001\秋季 2020 - 12 | 3,55 ms | 0,05 ms | 9,08 ms |
8_Trackmania 2020\20201001\Fall 2020 - 12 | 3,56 ms | 0,06 ms | 8,96 ms |
8_Trackmania 2020\20210401\Spring 2021 - 23 | 3,56 ms | 0,06 ms | 9,39 ms |
8_Trackmania 2020\20200701\Summer 2020 - 11 | 3,62 ms | 0,07 ms | 8,98 ms |
8_Trackmania 2020\20200701\夏季赛 2020 - 11 | 3,81 ms | 0,08 ms | 9,31 ms |
8_Trackmania 2020\20210101\Winter 2021 - 15 | 4,48 ms | 0,06 ms | 12,76 ms |
8_Trackmania 2020\20210701\Summer 2021 - 25 | 6,01 ms | 0,05 ms | 15,53 ms |
8_Trackmania 2020\20211001\Fall 2021 - 16 | 13,46 ms | 0,12 ms | 19,10 ms |
- 0.0.1 - 0.4.1: SharpZipLib.NETStandard
- 0.1.0 - 0.4.1: Microsoft.CSharp
- 0.0.1 - 0.9.0: System.Drawing.Common
- 0.13.0+: TmEssentials
- 0.15.0+: Microsoft.Extensions.Logging.Abstractions
- System.Drawing.Common
- Newtonsoft.Json
To parse a Gbx with a known type:
using GBX.NET;
using GBX.NET.Engines.Game;
var map = GameBox.ParseNode<CGameCtnChallenge>("MyMap.Map.Gbx");
To parse a Gbx with an unknown type:
using GBX.NET;
using GBX.NET.Engines.Game;
var node = GameBox.ParseNode("MyMap.Map.Gbx");
if (node is CGameCtnChallenge map)
{
// Node data is available in map
}
else if (node is CGameCtnReplayRecord replay)
{
// Node data is available in replay
}
// C# 7+
switch (node)
{
case CGameCtnChallenge map:
// Node data is available in map
break;
case CGameCtnReplayRecord replay:
// Node data is available in replay
break;
}
To get the Gbx metadata, use the node.GetGbx()
property (only possible on the main node).
To save changes of the parsed Gbx file:
using GBX.NET;
using GBX.NET.Engines.Game;
var node = GameBox.ParseNode("MyMap.Map.Gbx");
if (node is CGameCtnChallenge map)
{
// Do changes with CGameCtnChallenge
map.Save("MyMap.Map.Gbx");
}
else if (node is CGameCtnGhost ghost)
{
// Do changes with CGameCtnGhost
ghost.Save("MyGhost.Ghost.Gbx");
}
To save any supported Node
to a Gbx file:
using GBX.NET;
using GBX.NET.Engines.Game;
var replay = GameBox.ParseNode<CGameCtnReplayRecord>("MyReplay.Replay.Gbx");
// Ghosts property can be null if you would use the ParseNodeHeader method.
if (replay.Ghosts is not null)
{
foreach (CGameCtnGhost ghost in replay.Ghosts)
{
ghost.Save($"{ghost.GhostNickname}.Ghost.Gbx");
}
}
Compressed Gbx files require to include the GBX.NET.LZO library (or any similar implementation, but there are no other compatible at the moment). In most of the cases, the LZO compression is automatically detected after just referencing the library in the project. You don't require to have a using GBX.NET.LZO;
anywhere.
On specific platforms like Blazor WebAssembly though, the dependency system works differently and (currently) GBX.NET struggles to automatically detect the LZO library.
In these cases (if just following the MissingLzoException
message didn't solve the problem), add this line above the first attempt of parsing the Gbx. It should be called just once.
GBX.NET.Lzo.SetLzo(typeof(GBX.NET.LZO.MiniLZO));
Make the code cleaner by aliasing the Node
from the parsed GameBox
:
var gbx = GameBox.Parse<CGameCtnChallenge>("MyMap.Map.Gbx");
var map = gbx.Node; // Like this
var bronzeTime = gbx.Node.BronzeTime; // WRONG !!!
var silverTime = map.SilverTime; // Correct
- The sub-library GBX.NET.LZO is licensed with GNU General Public License v3.0. If you're going to use this library, please license your work under GPL-3.0-or-later.
- Everything in the Samples folder is also licensed with GNU General Public License v3.0.
- The libraries GBX.NET, GBX.NET.Imaging, GBX.NET.Json, GBX.NET.Localization and the project DocGenerator are licensed with MIT and you can use them much more permissively.
- Information gathered from the project (chunk structure, parse examples, data structure, wiki information, markdown) is usable with The Unlicense.
- Font of the logo is called Raleway licensed under SIL Open Font License. You can use the logo as a part of your media.
Your work doesn't have to fall under the GNU GPL license if you're interested in either reading the header data only, or reading certain uncompressed Gbx files (usually the internal ones inside PAK files). If you're looking to read the content of a compressed Gbx body (applies to maps, replays and other user generated content), you have to license your work with GNU GPL v3.0 or later.
Without these people, this project wouldn't be what it is today:
- Stefan Baumann (Solux)
- Melissa (Miss)
- florenzius
- Kim
- tilman
- James Romeril
- Mika Kuijpers (TheMrMiku)
- donadigo
And many thanks to every bug reporter!
- gbx.js by ThaumicTom (Gbx header parser for clientside JavaScript)
- ManiaPlanetSharp by Solux (C# toolkit for accessing ManiaPlanet data, including Gbx parser used by ManiaExchange)
- pygbx by Donadigo (Gbx parser for Python)