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103 lines
3.3 KiB
TypeScript
103 lines
3.3 KiB
TypeScript
import {
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BuildingState,
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Event,
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Kill,
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ParsedDemo,
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PlayerState,
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ProjectileState,
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ProjectileType,
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WorldBoundaries
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} from "./Parser";
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function getCacheBuster(): string {
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const url = document.querySelector('script[src*="viewer"]').attributes.src.value;
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return url.substring("/viewer.js".length);
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}
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export class AsyncParser {
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buffer: ArrayBuffer;
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demo: ParsedDemo;
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world: WorldBoundaries;
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progressCallback: (progress: number) => void;
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constructor(buffer: ArrayBuffer, progressCallback: (progress: number) => void) {
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this.buffer = buffer;
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this.progressCallback = progressCallback;
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}
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cache(): Promise<ParsedDemo> {
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return new Promise((resolve, reject) => {
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const worker = new Worker(`/parse-worker.js${getCacheBuster()}`);
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worker.postMessage({
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buffer: this.buffer
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}, [this.buffer]);
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worker.onmessage = (event) => {
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if (event.data.error) {
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reject(event.data.error);
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return;
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} else if (event.data.progress) {
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this.progressCallback(event.data.progress);
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return;
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} else if (event.data.demo) {
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const cachedData: ParsedDemo = event.data.demo;
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console.log(`packed data: ${(cachedData.data.length / (1024 * 1024)).toFixed(1)}MB`);
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this.world = cachedData.world;
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this.demo = new ParsedDemo(
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cachedData.playerCount,
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cachedData.buildingCount,
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cachedData.projectileCount,
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cachedData.world,
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cachedData.header,
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cachedData.data,
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cachedData.kills,
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cachedData.playerInfo,
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cachedData.events,
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cachedData.tickCount
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);
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resolve(this.demo);
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}
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}
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});
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}
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getPlayersAtTick(tick: number): PlayerState[] {
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const players: PlayerState[] = [];
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for (let i = 0; i < this.demo.playerCount; i++) {
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players.push(this.demo.getPlayer(tick, i));
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}
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return players;
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}
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getBuildingsAtTick(tick: number): BuildingState[] {
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const buildings: BuildingState[] = [];
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for (let i = 0; i < this.demo.buildingCount; i++) {
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const building = this.demo.getBuilding(tick, i);
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if (building.health > 0) {
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buildings.push(building);
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}
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}
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return buildings;
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}
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getProjectilesAtTick(tick: number): ProjectileState[] {
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const projectiles: ProjectileState[] = [];
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for (let i = 0; i < this.demo.projectileCount; i++) {
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const projectile = this.demo.getProjectile(tick, i);
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if (projectile.projectileType !== ProjectileType.Unknown && projectile.position.x > this.world.boundary_min.x && projectile.position.y > this.world.boundary_min.y) {
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projectiles.push(projectile);
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}
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}
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return projectiles;
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}
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getKills(): Kill[] {
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return this.demo.kills
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}
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getEvents(): Event[] {
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return this.demo.events
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}
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}
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