initial
This commit is contained in:
commit
3e51a2cff7
0
__init__.py
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0
__init__.py
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80
brainstorm.py
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brainstorm.py
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"""
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Brainstorm File for Star Conflict Log Parsing
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Needed
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- find steam/scon folder on windows
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- find steam/scon folder on mac
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- find steam/scon folder on linux
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- what about steamless installs?
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Elaborate
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- which GUI to use? wx? PyQt4? PySide?
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- take over the database stuff from weltenfall.starconflict?
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Investigate
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- language based log files?
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"""
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#from win32com.shell import shell, shellcon
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import os, sys, logging
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from logs.logresolver import LogFileResolver as LogFile
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from logs import combat
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# for windows its kinda this:
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settings = {'logfiles': os.path.join(os.path.expanduser('~'),
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'Documents',
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'My Games',
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'StarConflict',
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'logs'
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)}
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def find_log_files(logpath):
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''' returns a list of 4-tuples representing
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(combat.log, game.log, chat.log, game.net.log)
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for each directory in the logpath
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'''
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ret = []
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for directory in os.listdir(logpath):
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full_dir = os.path.join(logpath, directory)
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if os.path.isdir(full_dir):
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if os.path.exists(os.path.join(full_dir, 'combat.log'))\
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and os.path.exists(os.path.join(full_dir, 'game.log'))\
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and os.path.exists(os.path.join(full_dir, 'chat.log'))\
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and os.path.exists(os.path.join(full_dir, 'game.net.log')):
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ret.append((
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os.path.join(full_dir, 'combat.log'),
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os.path.join(full_dir, 'game.log'),
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os.path.join(full_dir, 'chat.log'),
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os.path.join(full_dir, 'game.net.log')
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))
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return ret
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def parse_games(logfiles):
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_logfiles = []
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for logpack in logfiles:
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combatlog, gamelog, chatlog, gamenetlog = logpack
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_logfiles.append(LogFile(combatlog))
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#_logfiles.append(LogFile(gamelog))
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#_logfiles.append(LogFile(chatlog))
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#_logfiles.append(LogFile(gamenetlog))
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return _logfiles
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if __name__ == '__main__':
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logfiles = find_log_files(settings['logfiles'])
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logfiles = parse_games(logfiles)
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#f = open('output.txt', 'w')
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rex = {}
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for logf in logfiles:
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logf.parse()
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for l in logf.lines:
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if isinstance(l, dict):
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#print l
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pass
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else:
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if not l.unpack():
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rex[l.__class__.__name__] = rex.get(l.__class__.__name__, 0) + 1
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if not isinstance(l, combat.UserEvent):
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print l.values['log']
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#f.write(l.values['log'] + '\n')
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#f.close()
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#print type(l)
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print rex
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13
logs/__init__.py
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logs/__init__.py
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"""
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Library dedicated to Star Conflict Logs.
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Development plan:
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- Make Combat Log parse completely.
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- Make Game Log parse to get information like the local nickname or other needed infos.
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- Create a soft emulation, which keeps track of the basic game outcome / events.
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Additional Goals:
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- probably save games in own format to keep space.
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- database entries for kills, encountered players, etc.
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"""
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162
logs/combat.py
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logs/combat.py
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"""
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todo:
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- English implementation first.
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- parsing combat.log
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Prosa.
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All logs start with something like
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23:53:29.137 | LOGDATA
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LOGDATA can be quite different depending on the logfile.
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other forms encountered:
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23:54:00.600 WARNING|
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combat logs:
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01:04:38.805 CMBT |
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The typical log entry
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"""
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import re
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class Log(object):
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matcher = None
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@classmethod
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def is_handler(cls, log):
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return False
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class CombatLog(Log):
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@classmethod
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def _log_handler(cls, log):
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if log.get('log', '').strip().startswith(cls.__name__):
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return True
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return False
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@classmethod
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def is_handler(cls, log):
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if log.get('logtype', None) == 'CMBT':
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return cls._log_handler(log)
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return False
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def __init__(self, values=None):
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self.values = values
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def unpack(self):
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# unpacks the data from the values.
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if hasattr(self, 'matcher') and self.matcher:
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matchers = self.matcher
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if not isinstance(matchers, list):
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matchers = [matchers,]
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for matcher in matchers:
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m = matcher.match(self.values.get('log', ''))
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if m:
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self.values.update(m.groupdict())
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return True
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# @todo: where does this come from?
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class Action(CombatLog):
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pass
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class Gameplay(CombatLog):
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matcher = [
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# usual: team(reason). explained reason.
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re.compile(r"^Gameplay\sfinished\.\sWinner\steam\:\s+(?P<winner_team>\d+)\((?P<winner_reason>\w+)\)\.\sFinish\sreason\:\s'(?P<reason_verbose>[^']+)'\.\sActual\sgame\stime\s+(?P<game_time>\d+|\d+\.\d+)\ssec"),
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# team, unexplained reason (unknown, Timeout)
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re.compile(r"^Gameplay\sfinished\.\sWinner\steam\:\s+(?P<winner_team>\d+).\sFinish\sreason\:\s'(?P<winner_reason>[^']+)'\.\sActual\sgame\stime\s+(?P<game_time>\d+|\d+\.\d+)\ssec"),
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]
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class Apply(CombatLog): # Apply Aura.
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matcher = re.compile(r"^Apply\saura\s'(?P<aura_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<aura_type>\w+)\sto\s'(?P<target_name>[^\']+)'")
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class Damage(CombatLog):
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matcher = re.compile(r"^Damage\s+(?P<source_name>[^\s]+)\s\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))(?:\s(?P<module_class>[^\s]+)\s|\s{2,2})(?P<flags>(?:\w|\|)+)")
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class Spawn(CombatLog):
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matcher = re.compile(r"^Spawn\sSpaceShip\sfor\splayer(?P<player>\d+)\s\((?P<name>[^,]+),\s+(?P<hash>#\w+)\)\.\s+'(?P<ship_class>\w+)'")
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class Spell(CombatLog):
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matcher = re.compile(r"^Spell\s'(?P<spell_name>\w+)'\sby\s+(?P<source_name>.*)(?:\((?P<module_name>\w+)\)|)\stargets\((?P<target_num>\d+)\)\:(?:$|\s(?P<targets>.+))")
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class Reward(CombatLog):
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matcher = re.compile(r"^Reward\s+(?P<name>[^\s]+)(?:\s(?P<ship_class>\w+)\s+|\s+)(?P<amount>\d+)\s(?P<reward_type>.*)\s+for\s(?P<reward_reason>.*)")
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class Participant(CombatLog):
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matcher = re.compile(r"^\s+Participant\s+(?P<source_name>[^\s]+)(?:\s{2}(?P<ship_class>\w+)|\s{30,})\s+(?:totalDamage\s(?P<total_damage>(?:\d+|\d+\.\d+));\smostDamageWith\s'(?P<module_class>[^']+)';(?P<additional>.*)|<(?P<other>\w+)>)")
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class Rocket(CombatLog):
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matcher = re.compile(r"^Rocket\s(?P<event>launch|detonation)\.\sowner\s'(?P<name>[^']+)'(?:,\s(?:def\s'(?P<missile_type>\w+)'|target\s'(?P<target>[^']+)'|reason\s'(?P<reason>\w+)'|directHit\s'(?P<direct_hit>[^']+)'))+")
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class Heal(CombatLog):
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matcher = [
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# heal by module
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re.compile(r"^Heal\s+(?P<source_name>[^\s]+)\s\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))\s(?P<module_class>[^\s]+)"),
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# direct heal by source or n/a (global buff)
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re.compile(r"^Heal\s+(?:n/a|(?P<source_name>\w+))\s+\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))"),
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]
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class Killed(CombatLog):
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matcher = [
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re.compile(r"^Killed\s(?P<target_name>[^\s]+)\s+(?P<ship_class>\w+);\s+killer\s(?P<source_name>[^\s]+)\s*"),
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re.compile(r"^Killed\s(?P<object>[^\(]+)\((?P<target_name>\w+)\);\s+killer\s(?P<source_name>[^\s]+)\s*"),
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re.compile(r"^Killed\s(?P<object>[^\;]+);\s+killer\s(?P<source_name>[^\s]+)\s+.*"),
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]
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class Captured(CombatLog):
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matcher = re.compile(r"^Captured\s'(?P<objective>[^']+)'\(team\s(?P<team>\d+)\)\.(?:\sAttackers\:(?P<attackers>.*)|.*)")
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class AddStack(CombatLog):
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matcher = re.compile(r"^AddStack\saura\s'(?P<spell_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<type>\w+)\.\snew\sstacks\scount\s(?P<stack_count>\d+)")
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class Cancel(CombatLog):
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matcher = re.compile(r"^Cancel\saura\s'(?P<spell_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<type>\w+)\sfrom\s'(?P<source_name>[^']+)'")
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class Scores(CombatLog):
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matcher = re.compile(r"^Scores\s+-\sTeam1\((?P<team1_score>(?:\d+|\d+\.\d+))\)\sTeam2\((?P<team2_score>(?:\d+|\d+\.\d+))\)")
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# Special classes
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class GameEvent(CombatLog):
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matcher = [
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# game session identifier.
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re.compile(r"^Connect\sto\sgame\ssession\s+(?P<game_session>\d+)"),
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# start gameplay identifier.
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re.compile(r"^Start\sgameplay\s'(?P<gameplay_name>\w+)'\smap\s+'(?P<map_id>\w+)',\slocal\sclient\steam\s(?P<local_team>\d+)"),
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# pve mission identifier.
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re.compile(r"^Start\sPVE\smission\s'(?P<pve_name>\w+)'\smap\s+'(?P<map_id>\w+)'"),
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]
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@classmethod
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def _log_handler(cls, log):
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if log.get('log', '').strip().startswith('======='):
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return True
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return False
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def unpack(self):
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# unpacks the data from the values.
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if hasattr(self, 'matcher') and self.matcher:
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matchers = self.matcher
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if not isinstance(matchers, list):
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matchers = [matchers,]
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for matcher in matchers:
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m = matcher.match(self.values.get('log', '').strip('=').strip())
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if m:
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self.values.update(m.groupdict())
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return True
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class UserEvent(CombatLog):
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""" special class for combat logs that might be associated with the playing player """
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@classmethod
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def _log_handler(cls, log):
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if log.get('log', '').strip():
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return True
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return False
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# Action?
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COMBAT_LOGS = [ Apply, Damage, Spawn, Spell, Reward, Participant, Rocket, Heal,
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Gameplay, #?
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Scores,
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Killed, Captured, AddStack, Cancel,
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GameEvent, UserEvent
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]
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78
logs/logfile.py
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78
logs/logfile.py
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#
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"""
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Author: Gabor Guzmics, 2013-2014
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LogFile is an object capable to load SCon Logfiles and parse their ingredients
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It can be extended by overriding resolve to understand Logentries further.
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Each Logfile represents a physical file parsed, however theoretically, you can also parse arbitrary
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data by setting the LogFile<instance>._data yourself.
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"""
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import re
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RE_SCLOG = r'^(?P<hh>\d{2,2})\:(?P<mm>\d{2,2})\:(?P<ss>\d{2,2})\.(?P<ns>\d{3,3})\s(?P<logtype>\s*[^\|\s]+\s*|\s+)\|\s(?P<log>.*)'
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R_SCLOG = re.compile(RE_SCLOG)
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class LogFile(object):
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def __init__(self, fname=None,
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folder=None):
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self.fname = fname
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self.folder = folder # only for custom tagging.
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self.lines = []
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self._data = None
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if self.fname is not None:
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self.open(self.fname)
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def open(self, fname):
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f = open(fname, 'r')
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self._data = f.read()
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f.close()
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def parse(self):
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# parse _data if we still have no lines.
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if self._data:
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data_lines = self._data.replace('\r', '\n').replace('\n\n', '\n').split('\n')
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lines = []
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for line in data_lines:
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if not line:
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continue
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elif not isinstance(line, basestring):
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lines.append(line)
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continue
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elif line.startswith('---'):
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continue
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else:
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# get the timecode & logtype
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m = R_SCLOG.match(line)
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if m:
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g = m.groupdict()
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if 'logtype' in g.keys():
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g['logtype'] = g['logtype'].strip()
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lines.append(g)
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else:
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lines.append(line)
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self.lines = lines
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# try to identify (resolve) lines.
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if self.lines:
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lines = []
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for line in self.lines:
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l = line
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if isinstance(line, basestring):
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# Unknown Log?
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pass
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elif isinstance(line, dict):
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# Unresolved Log.
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l = self.resolve(line)
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elif line is None:
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# dafuq?
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pass
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else:
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# might be an object?
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pass
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lines.append(l)
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self.lines = lines
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def resolve(self, line):
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# line is a dict.
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# try to find a class that is responsible for this log.
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return line
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19
logs/logresolver.py
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19
logs/logresolver.py
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"""
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Resolves Logs.
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"""
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from logfile import LogFile
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from combat import COMBAT_LOGS
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class LogFileResolver(LogFile):
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resolution_classes = COMBAT_LOGS
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def __init__(self, *args, **kwargs):
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super(LogFileResolver, self).__init__(*args, **kwargs)
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self.resolution_classes = self.resolution_classes or []
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def resolve(self, line):
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for klass in self.resolution_classes:
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if klass.is_handler(line):
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return klass(line)
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return line
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578501
output.txt
Normal file
578501
output.txt
Normal file
File diff suppressed because it is too large
Load Diff
0
test/__init__.py
Normal file
0
test/__init__.py
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25
test/regexes.py
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25
test/regexes.py
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"""
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Each Line has to be separated first into timecode and kind of log.
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"""
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import re
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Lines = [
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"23:53:29.239 | Steam initialized appId 212070, userSteamID 1|1|4c5a01, userName 'G4bOrg'",
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"23:53:29.841 WARNING| ^1UiResourceManager::LoadStrings(): empty string \"gameplay_map_pve_gate\" for default language",
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"01:05:08.735 CMBT | Spawn SpaceShip for player0 (OregyenDuero, #00039C86). 'Ship_Race3_L_T3'",
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"03:43:29.796 CMBT | AddStack aura 'Spell_Cold_Ray' id 3492 type AURA_SLOW_MOVEMENT. new stacks count 5",
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]
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RE_TIME = r'\d{2,2}\:\d{2,2}\:\d{2,2}\.\d{3,3}\s\w+'
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RE_SCLOG = r'^(?P<hh>\d{2,2})\:(?P<mm>\d{2,2})\:(?P<ss>\d{2,2})\.(?P<ns>\d{3,3})\s(?P<logtype>\s*[^\|\s]+\s*|\s+)\|\s(?P<log>.*)'
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R_SCLOG = re.compile(RE_SCLOG)
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for line in Lines:
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m = R_SCLOG.match(line)
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if m:
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print m.groups()
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