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parseReader.go
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/
parseReader.go
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package main
import (
"bufio"
"fmt"
"os"
"strconv"
"strings"
"time"
)
type parsedSkill struct {
Name string
TargetName string
Ability string
RelativeTime float64
AbilityID int64
Flags int64
Damage int64
Crit bool
Direct bool
Simulated bool
Validated bool
}
type parseReader struct {
parseFile *os.File
playerLines []string
startTime time.Time
skills []parsedSkill
TotalDamage int64
DoTTicks int64
AutoAttacks int64
CritCount uint64
DirectCount uint64
CritDirectCount uint64
}
type parseMismatch struct {
simResult *skillResult
lowerBound float64
upperBound float64
parsedDamage int64
}
func (p *parseReader) loadParseFile(fileName string) {
p.parseFile = loadTextFile(fileName)
scanner := bufio.NewScanner(p.parseFile)
p.playerLines = make([]string, 0)
p.skills = make([]parsedSkill, 0)
p.TotalDamage = 0
p.DoTTicks = 0
p.AutoAttacks = 0
targetID := ""
for scanner.Scan() {
thisLine := scanner.Text()
if strings.Contains(thisLine, players[0].Name) || strings.Contains(thisLine, "DoT") {
sp := strings.Split(thisLine, "|")
if sp[0] == "21" || sp[0] == "22" /*&& sp[3] != sp[7]*/ {
// Uncomment for debugging
//fmt.Println(thisLine)
targetSelf := false
if sp[3] != sp[7] {
if targetID == "" {
targetID = sp[6]
} else {
if sp[6] != targetID {
continue
}
}
} else {
targetSelf = true
}
p.playerLines = append(p.playerLines, thisLine)
AbilityID, _ := strconv.ParseInt(sp[4], 16, 0)
Flags, _ := strconv.ParseInt(sp[8], 16, 0)
Damage, _ := strconv.ParseInt(sp[9], 16, 0)
if targetSelf {
Damage = 0
} else {
Damage = Damage >> 16
}
Crit := (Flags & 0x100) != 0
Direct := (Flags & 0x200) != 0
Time, _ := time.Parse(time.RFC3339Nano, sp[1])
if p.startTime.IsZero() {
p.startTime = Time
}
// Add 0.01 to skill time because simulation starts at 0.01
skill := parsedSkill{sp[3], sp[7], sp[5], Time.Sub(p.startTime).Seconds() + 0.01, AbilityID, Flags, Damage, Crit, Direct, false, false}
skillFound := false
for i := range players[0].Skills {
if players[0].Skills[i].Name == skill.Ability {
skillFound = true
break
}
}
if skillFound {
p.skills = append(p.skills, skill)
p.TotalDamage += Damage
}
if skill.Ability == "Attack" {
p.AutoAttacks++
p.TotalDamage += Damage
}
if Crit {
p.CritCount++
}
if Direct {
p.DirectCount++
}
if Crit && Direct {
p.CritDirectCount++
}
skill.log()
}
if sp[0] == "24" {
p.DoTTicks++
Time, _ := time.Parse(time.RFC3339Nano, sp[1])
Damage, _ := strconv.ParseInt(sp[6], 16, 0)
p.TotalDamage += Damage
globalLog(Basic, fmt.Sprintf("[%06.2f] [DoT Tick] : %d", Time.Sub(p.startTime).Seconds(), Damage))
}
// Need to handle below message as well
/* sp[0] == "24" || sp[0] == "26" || sp[0] == "30"*/
}
}
}
// This function is for Validating that the simulator is capable of producing the given
// parse. It will simulate the parse multiple times and look for discrepancies.
func (p *parseReader) ValidateParse(s simulator) simResult {
var totalResult simResult
var parseErrors []parseMismatch
totalResult.skillsPerformed = make([]int, len(s.Players[0].Skills))
simErrors := 0
simSkills := 0
validSkills := 0
invalidSkills := 0
// Override logging to only Important, as we are looping
oldGlobalLogLevel := globalVerb
globalVerb = Important
// Loop through all skills in the parse
for simSkills < len(p.skills) {
s.Players[0].reset()
enemies[0].reset()
totalResult.timeEllapsed = 0
for i, skill := range p.skills {
// Skip Auto Attacks
// TODO: Should be able to validate auto attack damage, need to figure out timing issues.
if skill.Ability == "Attack" {
continue
}
skillPerformed := false
for skillPerformed == false {
if totalResult.timeEllapsed >= skill.RelativeTime {
// Perform current action
actionResult := s.Players[0].performAction(skill.Ability, enemies[0])
if actionResult != nil {
enemies[0].applyDamage(actionResult)
//actionResult.Log()
actionResult.ApplyBuffs(*s.Players[0])
totalResult.totalDamageDone += actionResult.DamageDone
totalResult.skillsPerformed[actionResult.SkillIndex]++
totalResult.skillCount++
totalResult.totalHits++
if actionResult.DidCrit {
totalResult.critCount++
}
if actionResult.DidDirect {
totalResult.directCount++
}
if actionResult.DidCrit && actionResult.DidDirect {
totalResult.critDirectCount++
}
} else {
globalLog(Important, "SKILL UNAVAILABLE ERROR: "+skill.Ability)
simErrors++
}
skillPerformed = true
// Reset timing, as the logs may have latency in them.
s.Players[0].GCDTimeRemaining = 0
s.Players[0].IsGCDOnCooldown = false
s.Players[0].AnimationLock = 0
// Check Damage if we have the same Crit/Direct status as the parsed attack
if actionResult != nil && skill.Crit == actionResult.DidCrit && skill.Direct == actionResult.DidDirect {
damage := actionResult.BaseDamageDone
if actionResult.DidCrit {
damage *= actionResult.CritMultiplier
}
if actionResult.DidDirect {
damage *= 1.25
}
// Calculate the acceptable range for the parsed value, based on our simulated value.
lowerBound := float64(damage) * 0.95
upperBound := float64(damage) * 1.05
lowerBound *= actionResult.DamageBuff
upperBound *= actionResult.DamageBuff
if float64(skill.Damage) >= lowerBound && float64(skill.Damage) <= upperBound {
if !skill.Simulated {
p.skills[i].Validated = true
}
validSkills++
} else {
if !skill.Simulated || (skill.Simulated && skill.Validated) {
var err parseMismatch
err.simResult = actionResult
err.parsedDamage = skill.Damage
err.lowerBound = lowerBound
err.upperBound = upperBound
parseErrors = append(parseErrors, err)
p.skills[i].Validated = false
}
invalidSkills++
}
p.skills[i].Simulated = true
}
// For buff-only skills, as long as they are performed on time, consider them validated
if actionResult != nil && skill.Damage == 0 {
p.skills[i].Simulated = true
p.skills[i].Validated = true
}
}
// Advance time to take care of Dots, Cooldowns, and Autos
results := enemies[0].advanceTime(timeIncrement)
if results != nil {
totalResult.dotTicks += len(results)
for i := range results {
totalResult.totalDamageDone += results[i].DamageDone
}
}
timeResult := s.Players[0].advanceTime(timeIncrement, enemies[0])
if timeResult != nil {
totalResult.totalDamageDone += timeResult.DamageDone
if timeResult.SkillName == "Attack" {
totalResult.autoAttacks++
}
// TODO Figure out proper logic here
// Due to latency issues, Autos will always be off by ~0.01 or 2.
//if skill.Ability == "Attack" {
// if s.Players[0].TotalTime > skill.RelativeTime+0.1 {
// globalLog(Important, "SKILL TIMING ERROR: "+skill.Ability)
// }
// skillPerformed = true
//} else {
// globalLog(Important, "AUTO ATTACK TIMING")
//}
if results != nil {
results = append(results, *timeResult)
} else {
results = []skillResult{*timeResult}
}
}
for _, result := range results {
enemies[0].applyDamage(&result)
//result.Log()
result.ApplyBuffs(*s.Players[0])
totalResult.totalHits++
if result.DidCrit {
totalResult.critCount++
}
if result.DidDirect {
totalResult.directCount++
}
if result.DidCrit && result.DidDirect {
totalResult.critDirectCount++
}
}
totalResult.timeEllapsed += timeIncrement
}
}
simSkills = 0
validSkills = 0
invalidSkills = 0
for _, skill := range p.skills {
if skill.Simulated {
simSkills++
if skill.Validated {
validSkills++
} else {
invalidSkills++
}
}
}
}
globalLog(Important, "Total Timing Errors: "+strconv.Itoa(simErrors))
globalLog(Important, "Validated Skills: "+strconv.Itoa(validSkills))
globalLog(Important, "Invalid Skills: "+strconv.Itoa(len(parseErrors)))
globalVerb = oldGlobalLogLevel
for _, err := range parseErrors {
globalLog(Important, "Invalid Skill Result:")
err.simResult.Log()
globalLogFloat(Important, "Sim Upper Bound: ", err.upperBound)
globalLogFloat(Important, "Sim Lower Bound: ", err.lowerBound)
globalLog(Important, "Parsed Damage: "+strconv.FormatInt(err.parsedDamage, 10))
globalLog(Important, "")
}
return totalResult
}
func (p *parsedSkill) log() {
modifiers := ""
if p.Crit {
modifiers += "[CRIT]"
}
if p.Direct {
modifiers += "[DIRECT]"
}
globalLog(Basic, fmt.Sprintf("[%06.2f] [%s -> %s] %s : %d %s", p.RelativeTime, p.Name, p.TargetName, p.Ability, p.Damage, modifiers))
}
func (p *parseReader) log() {
globalLogFloat(Important, "Total Parsed Damage Done: ", float64(p.TotalDamage))
globalLog(Important, "Skills performed: "+strconv.Itoa(len(p.skills)))
globalLogFloat(Important, "Crit Rate: ", float64(p.CritCount)/float64(len(p.skills)))
globalLogFloat(Important, "Direct Rate: ", float64(p.DirectCount)/float64(len(p.skills)))
globalLogFloat(Important, "CritDirect Rate: ", float64(p.CritDirectCount)/float64(len(p.skills)))
globalLogFloat(Important, "Auto Attacks: ", float64(p.AutoAttacks))
globalLogFloat(Important, "DoT Ticks: ", float64(p.DoTTicks))
globalLog(Important, "")
}