frontend/script/viewer/Analyse/Data/Parser.ts
2023-04-29 14:54:53 +02:00

259 lines
6.9 KiB
TypeScript

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,
}
}