Web application to generate statistics based on EU4 savegames
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README.md

EU4.Savegame

(.Net 4.5/Mono 3.x) Build status Build Status2

If you're not a programmer, this is probably not what you're looking for (yet!).

EU4.Savegame is a C# library currently in the alpha stage designed to read and write save games from Europa Universalis 4. A design goal of this library is to be mod and savegame version agnostic, relying on the client to provide more contextual information.

To integrate the library into your code, please download this repository and build the project. From there, add a reference from your own solution to the newly built library.

You can also skip creating your own solution and access the library directly by using a third party solution. These would be easiest if your use case would be writing scripts using the library.

The easiest way would probably be CsharpRepl. The following instructions for CsharpRepl are for Linux users. Other users will have to modify them to fit their needs.

  • Download and EU4.Savegame.dll and store them in ~/.config/csharp
  • Start the repl by calling csharp
  • Execute the code
var save = new EU4.Savegame.Savegame(new FileStream("<path to file>"));

//Let's change a province's name!
save.Provinces.Get(1).Name = "My province";
save.Save(new FileStream("<new path to file>"));

Another example is with LINQPad.

  • Download Pdoxcl2Sharp.dll (the parser) and EU4.Savegame.dll. Store anywhere.
  • Start LINQPad and in Additional References, choose Add, and browse to the downloaded files.
  • Write program as above.

But I understand if there is resentment to downloading additional programs, so there is a way that you can use pre-installed software!

  • Download EU4.Savegame.dll. Sorry couldn't get away with this
  • Open your favorite text editor or Notepad if you don't have one
  • Write the code snippet shown below
  • Compile the code with %windir%\Microsoft.NET\Framework\v4.0.30319\csc.exe /reference:EU4.Savegame.dll
  • Run the output executable
using System.IO;
class Program 
{
    static void Main(string[] args)
    {
        //insert snippet from above
    }
}

Contributing

So you want to help? Great! Here are a series of steps to get you on your way! Let me first say that if you have any troubles, file an issue.

  • Get a github account
  • Fork the repo
  • Add your changes
  • Commit your changes in such a way there is only a single commit difference between the main branch here and yours. If you need help, check out git workflow
  • Push changes to your repo
  • Submit a pull request and I'll review it!

License

EU4.Savegame is licensed under MIT, so feel free to do whatever you want, as long as this license follows the code.

Mod compatibility

Mods are of a huge importance to the community and likewise in this project. Those who play mods are the same people who are most likely to use a tool like this. Therefore, it is the project's best interest to have 100% mod compatilbity. However, no one has the time to test all mods and ensure smooth execution, so as a modder, it is your duty to contribute to the testing part of this project.

Who can contribute

Anyone! This project is intended to be a low barrier for anyone, especially those who are unaccostomed to open source projects. We're all friendly here. Make changes, add issues, start a discussion.

Why not use .Net 4.5

Since EU4 can be ran on Windows XP and .Net 4.5 can't be installed on XP machines. .Net 4.0 is the lowest common denominator. This doesn't mean that clients who use this library shouldn't use .Net 4.5, it is a great platform, and use it if you can.

What about Linux/Mac

This project works with Mono, which is an alternative .Net implementation.

Running the Server

This program is meant to run on an nginx webserver but we are able to run it on a smaller scale locally too. Since I develop on Windows, I'll show the Windows steps. The executable must be ran as an administrator.

Prerequisites

git clone https://github.com/nickbabcock/EU4.Savegame.git
npm install
gulp backend frontend
cd bin\bin
EU4.Stats.Web.exe

Then from another commandline you send the request in the format of:

curl -X POST -H "X-FILE: <filepath>" -H "Content-Length: 0" -H "X-FILE-EXTENSION: <file extension>" http://localhost:8888/games

so an example of this could be

curl -X POST -H "X-FILE: C:\Users\nick\Downloads\autosave.zip" -H "Content-Length: 0" -H "X-FILE-EXTENSION: .zip" http://localhost:8888/games

Design Guidelines

Fail early, fail hard - The last desired outcome is for the user to believe the savegame was parsed correctly, when the contrary is true. After parsing or updating each entity, a validation check must be performed and a failure results in an exception being thrown. This also alerts us to possible bugs in the parsing sooner than if we allowed more flexible input.

Custom collections - throughout the code, the API exposes custom collections and not traditional collections such as a IList<T>. There are several reasons to this, including some found in Framework Design Guidelines

  • Exposes internal implementation
  • Exposes memebers not applicable to the class (Binary searching a list of provinces isn't very intuitive)
  • Provinces are indexed at 1. This might not seem like a huge deal, but I have been burned one too many times when looping through a collection of provinces and using the loop counter as an index only to get an out of range error (or worse, inaccurate results).