def fix_entities(self, replay, actual_players): # Change the players that aren't playing into observers for p in [p for p in replay.players if p.pid not in actual_players]: # Fix the slot data to be accurate p.slot_data["observe"] = 1 p.slot_data["team_id"] = None obs = Observer(p.sid, p.slot_data, p.uid, p.init_data, p.pid) # Because these obs start the game as players the client # creates various Beacon units for them. obs.units = p.units # Remove all references to the old player del replay.player[p.pid] del replay.entity[p.pid] del replay.human[p.uid] replay.players.remove(p) replay.entities.remove(p) replay.humans.remove(p) # Create all the necessary references for the new observer replay.observer[obs.uid] = obs replay.entity[obs.pid] = obs replay.human[obs.uid] = obs replay.observers.append(obs) replay.entities.append(obs) replay.humans.append(obs) # Maintain order, just in case someone is depending on it replay.observers = sorted(replay.observers, key=lambda o: o.sid) replay.entities = sorted(replay.entities, key=lambda o: o.sid) replay.humans = sorted(replay.humans, key=lambda o: o.sid) # Assume one player per team, should be valid for GameHeart games replay.team = dict() replay.teams = list() for index, player in enumerate(replay.players): team_id = index + 1 team = Team(team_id) replay.team[team_id] = team replay.teams.append(team) player.team = team team.result = player.result player.pick_race = actual_players[player.pid] player.play_race = player.pick_race team.players = [player] team.result = player.result if team.result == "Win": replay.winner = team
def fix_entities(self, replay, actual_players): # Change the players that aren't playing into observers for p in [p for p in replay.players if p.pid not in actual_players]: # Fix the slot data to be accurate p.slot_data['observe'] = 1 p.slot_data['team_id'] = None obs = Observer(p.sid, p.slot_data, p.uid, p.init_data, p.pid) # Because these obs start the game as players the client # creates various Beacon units for them. obs.units = p.units # Remove all references to the old player del replay.player[p.pid] del replay.entity[p.pid] del replay.human[p.uid] replay.players.remove(p) replay.entities.remove(p) replay.humans.remove(p) # Create all the necessary references for the new observer replay.observer[obs.uid] = obs replay.entity[obs.pid] = obs replay.human[obs.uid] = obs replay.observers.append(obs) replay.entities.append(obs) replay.humans.append(obs) # Maintain order, just in case someone is depending on it replay.observers = sorted(replay.observers, key=lambda o: o.sid) replay.entities = sorted(replay.entities, key=lambda o: o.sid) replay.humans = sorted(replay.humans, key=lambda o: o.sid) # Assume one player per team, should be valid for GameHeart games replay.team = dict() replay.teams = list() for index, player in enumerate(replay.players): team_id = index+1 team = Team(team_id) replay.team[team_id] = team replay.teams.append(team) player.team = team team.result = player.result player.pick_race = actual_players[player.pid] player.play_race = player.pick_race team.players = [player] team.result = player.result if team.result == 'Win': replay.winner = team
def createPlayer(pid, pdata, attributes): # make sure to strip the clan tag out of the name # in newer replays, the clan tag can be separated from the # player name with a <sp/> symbol. It should also be stripped. name = pdata.name.split("]", 1)[-1].split(">", 1)[-1] player = Player(pid, name) # In some beta patches attribute information is missing # Just assign them to team 2 to keep the issue from being fatal team_number = int( attributes.get('Teams' + self.type, "Team 2")[5:]) if not team_number in self.team: self.team[team_number] = Team(team_number) self.teams.append(self.team[team_number]) self.team[team_number].players.append(player) player.team = self.team[team_number] # Do basic win/loss processing from details data if pdata.result == 1: player.team.result = "Win" self.winner = player.team elif pdata.result == 2: player.team.result = "Loss" else: player.team.result = None player.pick_race = attributes.get('Race', 'Unknown') player.play_race = LOCALIZED_RACES.get(pdata.race, pdata.race) player.difficulty = attributes.get('Difficulty', 'Unknown') player.is_human = (attributes.get('Controller', 'Computer') == 'User') player.uid = pdata.bnet.uid player.subregion = pdata.bnet.subregion player.gateway = GATEWAY_LOOKUP[pdata.bnet.gateway] player.handicap = pdata.handicap player.color = utils.Color(**pdata.color._asdict()) return player
def get_team(team_id): if team_id is not None and team_id not in self.team: team = Team(team_id) self.team[team_id] = team self.teams.append(team) return self.team[team_id]
def load_players(self): for index, struct in enumerate(self.parts[0][3]): if not struct[0] or not struct[0][1]: continue # Slot is closed player = PlayerSummary(struct[0][0]) stats = self.player_stats.get(index, dict()) settings = self.player_settings[index] player.is_ai = not isinstance(struct[0][1], dict) if not player.is_ai: player.gateway = self.gateway player.subregion = struct[0][1][0][2] player.region = REGIONS[player.gateway].get( player.subregion, 'Unknown') player.bnetid = struct[0][1][0][3] player.unknown1 = struct[0][1][0] player.unknown2 = struct[0][1][1] # Either a referee or a spectator, nothing else to do if settings.get('Participant Role', '') != 'Participant': self.observers.append(player) continue player.play_race = LOBBY_PROPERTIES[0xBB9][1].get(struct[2], None) player.is_winner = isinstance(struct[1], dict) and struct[1][0] == 0 if player.is_winner: self.winners.append(player.pid) team_id = int(settings['Team'].split(' ')[1]) if team_id not in self.team: self.team[team_id] = Team(team_id) self.teams.append(self.team[team_id]) player.team = self.team[team_id] self.team[team_id].players.append(player) # We can just copy these settings right over player.color = utils.Color(name=settings.get('Color', None)) player.pick_race = settings.get('Race', None) player.handicap = settings.get('Handicap', None) # Overview Tab player.resource_score = stats.get('Resources', None) player.structure_score = stats.get('Structures', None) player.unit_score = stats.get('Units', None) player.overview_score = stats.get('Overview', None) # Units Tab player.units_killed = stats.get('Killed Unit Count', None) player.structures_built = stats.get('Structures Built', None) player.units_trained = stats.get('Units Trained', None) player.structures_razed = stats.get('Structures Razed Count', None) # Graphs Tab # Keep income_graph for backwards compatibility player.army_graph = stats.get('Army Value') player.resource_collection_graph = stats.get( 'Resource Collection Rate', None) player.income_graph = player.resource_collection_graph # HotS Stats player.upgrade_spending_graph = stats.get('Upgrade Spending', None) player.workers_active_graph = stats.get('Workers Active', None) player.enemies_destroyed = stats.get('Enemies Destroyed:', None) player.time_supply_capped = stats.get('Time Supply Capped', None) player.idle_production_time = stats.get('Idle Production Time', None) player.resources_spent = stats.get('Resources Spent:', None) player.apm = stats.get('APM', None) # Economic Breakdown Tab if isinstance(player.income_graph, Graph): values = player.income_graph.values player.resource_collection_rate = int( sum(values) / len(values)) else: # In old s2gs files the field with this name was actually a number not a graph player.resource_collection_rate = player.income_graph player.resource_collection_graph = None player.income_graph = None player.avg_unspent_resources = stats.get( 'Average Unspent Resources', None) player.workers_created = stats.get('Workers Created', None) # Build Orders Tab player.build_order = self.build_orders.get(index, None) self.players.append(player) self.player[player.pid] = player
def Full(replay): # Populate replay with details if 'initData' in replay.raw and replay.raw.initData.map_data: replay.gateway = replay.raw.initData.map_data[0].gateway replay.map = Map(replay.gateway, replay.raw.initData.map_data[-1].map_hash) #Expand this special case mapping if replay.gateway == 'sg': replay.gateway = 'sea' if 'details' in replay.raw: if replay.map: replay.map.name = replay.raw.details.map replay.file_time = replay.raw.details.file_time replay.unix_timestamp = windows_to_unix(replay.file_time) replay.date = datetime.fromtimestamp(replay.unix_timestamp) replay.utc_date = datetime.utcfromtimestamp(replay.unix_timestamp) if 'attributes_events' in replay.raw: # Organize the attribute data to be useful attribute_data = defaultdict(dict) for attr in replay.raw.attributes_events: attribute_data[attr.player][attr.name] = attr.value # Populate replay with attributes replay.speed = attribute_data[16]['Game Speed'] replay.category = attribute_data[16]['Category'] replay.type = attribute_data[16]['Game Type'] replay.is_ladder = (replay.category == "Ladder") replay.is_private = (replay.category == "Private") #If we don't at least have details and attributes_events we can go no further if not ('details' in replay.raw and 'attributes_events' in replay.raw): return replay # Create and add the players based on attribute and details information player_index, observer_index, default_region = 0, 0, '' player_data = replay.raw.details.players for pid, attributes in sorted(attribute_data.iteritems()): # We've already processed the global attributes if pid == 16: continue # Open Slots are skipped because it doesn't seem useful to store # an "Open" player to fill a spot that would otherwise be empty. if attributes['Player Type'] == 'Open': continue # Get the player data from the details file, increment the index to # Keep track of which player we are processing pdata = player_data[player_index] player_index += 1 # If this is a human player, push back the initial observer index in # the list of all human players we gathered from the initdata file. if attributes['Player Type'] == 'Human': observer_index += 1 # Create the player using the current pid and the player name from # The details file. This works because players are stored in order # of pid inside of the details file. Attributes and Details must be # processed together because Details doesn't index players by or # store their player ids; Attributes can provide that information # and allow for accurate pid mapping even with computers, observers, # and open open slots. # # General information re: each player comes from the following files # * replay.initData # * replay.details # * replay.attribute.events # # TODO: recognize current locale and use that instead of western # TODO: fill in the LOCALIZED_RACES table player = Player(pid, pdata.name, replay) # Cross reference the player and team lookups team_number = attributes['Teams' + replay.type] if not team_number in replay.team: replay.team[team_number] = Team(team_number) replay.teams.append(replay.team[team_number]) replay.team[team_number].players.append(player) player.team = replay.team[team_number] # Do basic win/loss processing from details data if pdata.result == 1: player.team.result = "Win" elif pdata.result == 2: player.team.result = "Loss" player.pick_race = attributes['Race'] player.play_race = LOCALIZED_RACES.get(pdata.race, pdata.race) player.difficulty = attributes['Difficulty'] player.type = attributes['Player Type'] player.uid = pdata.bnet.uid player.subregion = pdata.bnet.subregion player.handicap = pdata.handicap # We need initData for the gateway which is required to build the url! if 'initData' in replay.raw and replay.gateway: player.gateway = replay.gateway if player.type == 'Human' and player.subregion: player.region = REGIONS[replay.gateway][player.subregion] default_region = player.region # Conversion instructions to the new color object: # color_rgba is the color object itself # color_hex is color.hex # color is str(color) player.color = Color(**pdata.color._asdict()) # Each player can be referenced in a number of different ways, # primarily for convenience of access in any given situation. replay.people.append(player) replay.players.append(player) replay.player[pid] = player replay.person[pid] = player #Create an store an ordered lineup string for team in replay.teams: team.lineup = sorted(player.play_race[0].upper() for player in team) if 'initData' in replay.raw: # Assign the default region to computer players for consistency # We know there will be a default region because there must be # at least 1 human player or we wouldn't have a replay. for player in replay.players: if player.type == 'Computer': player.region = default_region # Create observers out of the leftover names gathered from initData all_players = replay.raw.initData.player_names for i in range(observer_index, len(all_players)): observer = Observer(i + 1, all_players[i], replay) replay.observers.append(observer) replay.people.append(observer) replay.person[i + 1] = observer # Miscellaneous people processing replay.humans = filter(lambda p: p.type == 'Human', replay.people) if 'message_events' in replay.raw: # Process the packets for time, pid, flags, data in replay.raw.message_events.packets: replay.packets.append(Packet(time, replay.person[pid], data)) # Process the messages # TODO: process the message into the Message class for time, pid, flags, target, text in replay.raw.message_events.messages: message = Message(time, replay.person[pid], target, text) replay.messages.append(message) replay.person[pid].messages.append(message) # Figure out recorder packet_senders = map(lambda p: p.player, replay.packets) recorders = list(set(replay.humans) - set(packet_senders)) if len(recorders) == 1: replay.recorder = recorders[0] replay.recorder.recorder = True else: raise ValueError("Get Recorder algorithm is broken!") #If we don't have game events, this is as far as we can go if not 'game_events' in replay.raw: return replay # Copy the events over # TODO: the events need to be fixed both on the reader and processor side try: data = config.build_data[replay.build] except KeyError: # If we don't have data for this version, we can't do any more. return replay replay.events = replay.raw.game_events for event in replay.events: if event.is_local: # Set up the object cross references event.player = replay.person[event.pid] event.player.events.append(event) # Because applying the events is slow, make it configurable try: if replay.opt.apply: event.apply(data) except Exception, e: print "Ouch, exception while applying", e traceback.print_exc() l = replay.events_by_type[event.name] l.append(event)
def Full(replay): # Populate replay with details if 'initData' in replay.raw and replay.raw.initData.map_data: replay.gateway = replay.raw.initData.map_data[0].gateway #Expand this special case mapping if replay.gateway == 'sg': replay.gateway = 'sea' if 'details' in replay.raw: replay.map = replay.raw.details.map replay.file_time = replay.raw.details.file_time replay.unix_timestamp = windows_to_unix(replay.file_time) replay.date = datetime.fromtimestamp(replay.unix_timestamp) replay.utc_date = datetime.utcfromtimestamp(replay.unix_timestamp) if 'attributes_events' in replay.raw: # Organize the attribute data to be useful attribute_data = defaultdict(dict) for attr in replay.raw.attributes_events: attribute_data[attr.player][attr.name] = attr.value # Populate replay with attributes replay.speed = attribute_data[16]['Game Speed'] replay.category = attribute_data[16]['Category'] replay.type = attribute_data[16]['Game Type'] replay.is_ladder = (replay.category == "Ladder") replay.is_private = (replay.category == "Private") #If we don't at least have details and attributes_events we can go no further if not ('details' in replay.raw and 'attributes_events' in replay.raw): return replay # Create and add the players based on attribute and details information player_index, observer_index, default_region = 0, 0, '' player_data = replay.raw.details.players for pid, attributes in sorted(attribute_data.iteritems()): # We've already processed the global attributes if pid == 16: continue # Open Slots are skipped because it doesn't seem useful to store # an "Open" player to fill a spot that would otherwise be empty. if attributes['Player Type'] == 'Open': continue # Get the player data from the details file, increment the index to # Keep track of which player we are processing pdata = player_data[player_index] player_index += 1 # If this is a human player, push back the initial observer index in # the list of all human players we gathered from the initdata file. if attributes['Player Type'] == 'Human': observer_index += 1 # Create the player using the current pid and the player name from # The details file. This works because players are stored in order # of pid inside of the details file. Attributes and Details must be # processed together because Details doesn't index players by or # store their player ids; Attributes can provide that information # and allow for accurate pid mapping even with computers, observers, # and open open slots. # # General information re: each player comes from the following files # * replay.initData # * replay.details # * replay.attribute.events # # TODO: recognize current locale and use that instead of western # TODO: fill in the LOCALIZED_RACES table player = Player(pid,pdata.name,replay) # Cross reference the player and team lookups team_number = attributes['Teams'+replay.type] if not team_number in replay.team: replay.team[team_number] = Team(team_number) replay.teams.append(replay.team[team_number]) replay.team[team_number].players.append(player) player.team = replay.team[team_number] # Do basic win/loss processing from details data if pdata.result == 1: player.team.result = "Win" elif pdata.result == 2: player.team.result = "Loss" player.pick_race = attributes['Race'] player.play_race = LOCALIZED_RACES.get(pdata.race, pdata.race) player.difficulty = attributes['Difficulty'] player.type = attributes['Player Type'] player.uid = pdata.bnet.uid player.subregion = pdata.bnet.subregion player.handicap = pdata.handicap # We need initData for the gateway which is required to build the url! if 'initData' in replay.raw and replay.gateway: player.gateway = replay.gateway if player.type == 'Human': player.region = REGIONS[replay.gateway][player.subregion] default_region = player.region # Conversion instructions to the new color object: # color_rgba is the color object itself # color_hex is color.hex # color is str(color) player.color = Color(**pdata.color._asdict()) # Each player can be referenced in a number of different ways, # primarily for convenience of access in any given situation. replay.people.append(player) replay.players.append(player) replay.player[pid] = player replay.person[pid] = player #Create an store an ordered lineup string for team in replay.teams: team.lineup = sorted(player.play_race[0].upper() for player in team) if 'initData' in replay.raw: # Assign the default region to computer players for consistency # We know there will be a default region because there must be # at least 1 human player or we wouldn't have a replay. for player in replay.players: if player.type == 'Computer': player.region = default_region # Create observers out of the leftover names gathered from initData all_players = replay.raw.initData.player_names for i in range(observer_index,len(all_players)): observer = Observer(i+1,all_players[i],replay) replay.observers.append(observer) replay.people.append(observer) replay.person[i+1] = observer # Miscellaneous people processing replay.humans = filter(lambda p: p.type == 'Human', replay.people) if 'message_events' in replay.raw: # Process the packets for time, pid, flags, data in replay.raw.message_events.packets: replay.packets.append(Packet(time, replay.person[pid], data)) # Process the messages # TODO: process the message into the Message class for time, pid, flags, target, text in replay.raw.message_events.messages: message = Message(time, replay.person[pid], target, text) replay.messages.append(message) replay.person[pid].messages.append(message) # Figure out recorder packet_senders = map(lambda p: p.player, replay.packets) recorders = list(set(replay.humans) - set(packet_senders)) if len(recorders) == 1: replay.recorder = recorders[0] replay.recorder.recorder = True else: raise ValueError("Get Recorder algorithm is broken!") #If we don't have game events, this is as far as we can go if not 'game_events' in replay.raw: return replay # Copy the events over # TODO: the events need to be fixed both on the reader and processor side replay.events = replay.raw.game_events for event in replay.events: if event.is_local: # Set up the object cross references event.player = replay.person[event.pid] event.player.events.append(event) # Because applying the events is slow, make it configurable if replay.opt.apply: event.apply() l = replay.events_by_type[event.name] l.append(event) # Gather data for APM measurements for event in replay.events: if event.is_local and event.is_player_action: player = event.player if not player.is_observer: # Count up the APS, APM second, minute = event.second, event.second/60 player.aps[event.second] += 1 player.apm[minute] += 1 player.avg_apm += 1 # Average the APM for actual players for player in replay.players: if player.events: event_minutes = player.events[-1].second/60.0 if event_minutes: player.avg_apm /= event_minutes # If the details file didn't have all the results, try to figure them out. # Our first approach simulates the teams losing one by one by stepping # through the recorded player leave events and marking losses as the teams # run out of players. # # TODO: See if this ever tells us more than details file does by default! if filter(lambda t: t.result == "Unknown", replay.teams): #Get the total players for each team so we can start the count down pcount = dict([team.number, len(team.players)] for team in replay.teams) for event in replay.events_by_type['PlayerLeave']: team = replay.player[event.pid].team # Observer leave events are recorded too, filter them out if event.pid in replay.player: # If this was the last person on the team, that team loses if pcount[team.number] == 1: team.result = "Loss" del pcount[team.number] #If only one team has players left, they have won! if len(pcount) == 1: replay.team[pcount.keys()[0]].result = "Win" break else: pcount[team.number] -= 1 # Our player-leave approach didn't determine a winner. If there are only # two remaining teams and the recorder is the only player on one of them # then his team must have lost since his leave event isn't recorded. # # The above definitely true if another there are two or more teams left # or the other team has two people left. If there is one team left with # only one person remaining then, if he wins by destroying all the # opponent's buildings it doesn't generate leave events for the other # player. # # Also if there is a tie in any situation there may not be leave events. # # TODO: Figure out how to handle ties, if we even can # TODO: Find some replays that actually have ties? else: #We can't determine anything else without the recorder if 'message_events' in replay.raw: # If the recorder is the last person on his team, this obviously # doesn't apply for recorders who are observers team = replay.recorder.team if replay.recorder.pid in replay.players and pcount[team.number] == 1: # Get all other teams with at least 2 players left: conditions = lambda p: p[0] != team.number and p[1] > 1 big_teams = filter(conditions, pcount.iteritems()) # If there are any big teams left or more than one 1 person # team left this is definitely either a loss or a really # awkward tie between 3 or more people on 2 or more teams. # # Since I don't think ties can be detected, ignore that case if len(pcount) > 2 or big_teams: replay.recorder.team.result = "Loss" del pcount[replay.recorder.team.number] # If that leaves only one team left standing, they won! if len(pcount) == 1: replay.team[pcount.keys()[0]].result = "Win" # Since there were only two teams of 1 person each remaining # we can't know if this was a win by building destruction, # loss, or a tie, so leave them as unknown result for now. # TODO: verify that this is the right thing to do else: pass return replay