some basic viewer

This commit is contained in:
Robin Appelman 2023-04-29 14:54:53 +02:00
commit 5910b2f35a
45 changed files with 1089 additions and 1436 deletions

View file

@ -1,58 +0,0 @@
"use strict";
exports.__esModule = true;
exports.AsyncParser = void 0;
var parser_worker_1 = require("@demostf/parser-worker");
var AsyncParser = /** @class */ (function () {
function AsyncParser(buffer, progressCallback) {
this.buffer = buffer;
this.progressCallback = progressCallback;
}
AsyncParser.prototype.cache = function () {
var _this = this;
return new Promise(function (resolve, reject) {
var worker = new Worker(new URL('./ParseWorker.ts', import.meta.url));
worker.postMessage({
buffer: _this.buffer
}, [_this.buffer]);
worker.onmessage = function (event) {
if (event.data.error) {
reject(event.data.error);
return;
}
else if (event.data.progress) {
_this.progressCallback(event.data.progress);
return;
}
else if (event.data.demo) {
var cachedData = event.data.demo;
console.log("packed data: ".concat((cachedData.data.length / (1024 * 1024)).toFixed(1), "MB"));
_this.world = cachedData.world;
_this.demo = new parser_worker_1.ParsedDemo(cachedData.playerCount, cachedData.buildingCount, cachedData.world, cachedData.header, cachedData.data, cachedData.kills, cachedData.playerInfo, cachedData.tickCount);
resolve(_this.demo);
}
};
});
};
AsyncParser.prototype.getPlayersAtTick = function (tick) {
var players = [];
for (var i = 0; i < this.demo.playerCount; i++) {
players.push(this.demo.getPlayer(tick, i));
}
return players;
};
AsyncParser.prototype.getBuildingsAtTick = function (tick) {
var buildings = [];
for (var i = 0; i < this.demo.buildingCount; i++) {
var building = this.demo.getBuilding(tick, i);
if (building.health > 0) {
buildings.push(building);
}
}
return buildings;
};
AsyncParser.prototype.getKills = function () {
return this.demo.kills;
};
return AsyncParser;
}());
exports.AsyncParser = AsyncParser;

View file

@ -1,5 +1,9 @@
import {ParsedDemo, PlayerState, WorldBoundaries, Header, Kill, BuildingState} from "@demostf/parser-worker";
import {getMapBoundaries} from "../MapBoundries";
import {ParsedDemo, PlayerState, WorldBoundaries, Kill, BuildingState} from "./Parser";
function getCacheBuster(): string {
const url = document.querySelector('script[src*="viewer"]').attributes.src.value;
return url.substring("/viewer.js".length);
}
export class AsyncParser {
buffer: ArrayBuffer;
@ -14,7 +18,7 @@ export class AsyncParser {
cache(): Promise<ParsedDemo> {
return new Promise((resolve, reject) => {
const worker = new Worker(new URL('./ParseWorker.ts', import.meta.url));
const worker = new Worker(`/parse-worker.js${getCacheBuster()}`);
worker.postMessage({
buffer: this.buffer
}, [this.buffer]);

View file

@ -1,25 +0,0 @@
"use strict";
exports.__esModule = true;
var parser_worker_1 = require("@demostf/parser-worker");
/**
* @global postMessage
* @param event
*/
onmessage = function (event) {
var buffer = event.data.buffer;
var bytes = new Uint8Array(buffer);
(0, parser_worker_1.parseDemo)(bytes, function (progress) {
postMessage({
progress: progress
});
}).then(function (parsed) {
postMessage({
demo: parsed
}, [parsed.data.buffer]);
})["catch"](function (e) {
console.error(e);
postMessage({
error: e.message
});
});
};

View file

@ -1,4 +1,4 @@
import {parseDemo} from "@demostf/parser-worker";
import {parseDemo} from "./Parser";
declare function postMessage(message: any, transfer?: any[]): void;
@ -23,5 +23,4 @@ onmessage = (event: MessageEvent) => {
error: e.message
});
});
};

View file

@ -0,0 +1,259 @@
import {
get_assister_ids,
get_attacker_ids, get_data,
get_kill_ticks,
get_map, get_player_entity_id,
get_player_name, get_player_steam_id, get_player_user_id, get_victim_ids, get_weapon,
parse_demo,
XY
} from '@demostf/tf-demos-viewer';
import viewer from "@demostf/tf-demos-viewer";
function getCacheBuster(): string {
const url = self.location.href;
return url.substring(url.indexOf('?'));
}
export async function parseDemo(bytes: Uint8Array, progressCallback: (progress: number) => void): Promise<ParsedDemo> {
await viewer(`/tf-demo-viewer.wasm${getCacheBuster()}`);
const state = parse_demo(bytes, progressCallback);
let playerCount = state.player_count;
let buildingCount = state.building_count;
let boundaries = state.boundaries;
let interval_per_tick = state.interval_per_tick;
let tickCount = state.tick_count;
let kill_ticks = get_kill_ticks(state);
let attackers = get_attacker_ids(state);
let assisters = get_assister_ids(state);
let victims = get_victim_ids(state);
let playerInfo = [];
for (let i = 0; i < playerCount; i++) {
playerInfo.push({
name: get_player_name(state, i),
steamId: get_player_steam_id(state, i),
entityId: get_player_entity_id(state, i),
userId: get_player_user_id(state, i),
})
}
let kills = [];
for (let i = 0; i < kill_ticks.length; i++) {
kills.push({
tick: kill_ticks[i],
attacker: attackers[i],
assister: assisters[i],
victim: victims[i],
weapon: get_weapon(state, i),
})
}
let map = get_map(state);
let data = get_data(state);
return new ParsedDemo(
playerCount,
buildingCount,
{
boundary_min: {
x: boundaries.boundary_min.x,
y: boundaries.boundary_min.y,
},
boundary_max: {
x: boundaries.boundary_max.x,
y: boundaries.boundary_max.y,
}
},
{
map,
interval_per_tick
},
data,
kills,
playerInfo,
tickCount,
);
}
export interface PlayerInfo {
entityId: number,
name: string,
steamId: string,
userId: number,
}
export enum Team {
Other = 0,
Spectator = 1,
Red = 2,
Blue = 3,
}
export enum Class {
Other = 0,
Scout = 1,
Sniper = 2,
Solder = 3,
Demoman = 4,
Medic = 5,
Heavy = 6,
Pyro = 7,
Spy = 8,
Engineer = 9,
}
export enum BuildingType {
TeleporterEntrance = 0,
TeleporterExit = 1,
Dispenser = 2,
Level1Sentry = 3,
Level2Sentry = 4,
Level3Sentry = 5,
MiniSentry = 6,
Unknown = 7,
}
export interface WorldBoundaries {
boundary_min: {
x: number,
y: number
},
boundary_max: {
x: number,
y: number
}
}
export interface PlayerState {
position: {
x: number,
y: number
},
angle: number,
health: number,
team: Team,
playerClass: Class,
info: PlayerInfo,
charge: number,
}
export interface BuildingState {
position: {
x: number,
y: number
},
angle: number,
health: number,
level: number,
team: Team,
buildingType: BuildingType,
}
export interface Header {
interval_per_tick: number,
map: string
}
export interface Kill {
tick: number,
attacker: number,
assister: number,
victim: number,
weapon: string,
}
function unpack_f32(val: number, min: number, max: number): number {
const ratio = val / (Math.pow(2, 16) - 1);
return ratio * (max - min) + min;
}
function unpack_angle(val: number): number {
const ratio = val / (Math.pow(2, 8) - 1);
return ratio * 360;
}
export class ParsedDemo {
public readonly playerCount: number;
public readonly buildingCount: number;
public readonly world: WorldBoundaries;
public readonly data: Uint8Array;
public readonly header: Header;
public readonly tickCount: number;
public readonly kills: Kill[];
public readonly playerInfo: PlayerInfo[];
constructor(playerCount: number, buildingCount: number, world: WorldBoundaries, header: Header, data: Uint8Array, kills: Kill[], playerInfo: PlayerInfo[], tickCount: number) {
this.playerCount = playerCount;
this.buildingCount = buildingCount;
this.world = world;
this.header = header;
this.data = data;
this.kills = kills;
this.playerInfo = playerInfo;
this.tickCount = tickCount;
}
getPlayer(tick: number, playerIndex: number): PlayerState {
if (playerIndex >= this.playerCount) {
throw new Error("Player out of bounds");
}
const base = ((playerIndex * this.tickCount) + tick) * PLAYER_PACK_SIZE;
return unpackPlayer(this.data, base, this.world, this.playerInfo[playerIndex]);
}
getBuilding(tick: number, buildingIndex: number): BuildingState {
if (buildingIndex >= this.buildingCount) {
throw new Error("Building out of bounds");
}
const base = (this.playerCount * this.tickCount * PLAYER_PACK_SIZE) + ((buildingIndex * this.tickCount) + tick) * BUILDING_PACK_SIZE;
return unpackBuilding(this.data, base, this.world);
}
}
const PLAYER_PACK_SIZE = 8;
const BUILDING_PACK_SIZE = 7;
function unpackPlayer(bytes: Uint8Array, base: number, world: WorldBoundaries, info: PlayerInfo): PlayerState {
const x = unpack_f32(bytes[base] + (bytes[base + 1] << 8), world.boundary_min.x, world.boundary_max.x);
const y = unpack_f32(bytes[base + 2] + (bytes[base + 3] << 8), world.boundary_min.y, world.boundary_max.y);
const team_class_health = bytes[base + 4] + (bytes[base + 5] << 8);
const angle = unpack_angle(bytes[base + 6]);
const health = team_class_health & 1013;
const team = (team_class_health >> 14) as Team;
const playerClass = ((team_class_health >> 10) & 15) as Class;
const charge = bytes[base + 7];
return {
position: {x, y},
angle,
health,
team,
playerClass,
info,
charge
}
}
function unpackBuilding(bytes: Uint8Array, base: number, world: WorldBoundaries): BuildingState {
const x = unpack_f32(bytes[base] + (bytes[base + 1] << 8), world.boundary_min.x, world.boundary_max.x);
const y = unpack_f32(bytes[base + 2] + (bytes[base + 3] << 8), world.boundary_min.y, world.boundary_max.y);
const team_type_health = bytes[base + 4] + (bytes[base + 5] << 8);
const angle = unpack_angle(bytes[base + 6]);
const health = team_type_health & 1013;
const team = (((team_type_health >> 13) & 1) === 0) ? Team.Blue : Team.Red;
const level = (team_type_health >> 14);
const buildingType = ((team_type_health >> 10) & 7) as BuildingType;
return {
position: {x, y},
angle,
health,
team,
buildingType,
level,
}
}