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game_events.go
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game_events.go
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package demoinfocs
import (
"fmt"
"strconv"
r3 "github.com/golang/geo/r3"
common "github.com/markus-wa/demoinfocs-golang/common"
events "github.com/markus-wa/demoinfocs-golang/events"
msg "github.com/markus-wa/demoinfocs-golang/msg"
)
func (p *Parser) handleGameEventList(gel *msg.CSVCMsg_GameEventList) {
defer func() {
p.setError(recoverFromUnexpectedEOF(recover()))
}()
p.gameEventDescs = make(map[int32]*msg.CSVCMsg_GameEventListDescriptorT)
for _, d := range gel.GetDescriptors() {
p.gameEventDescs[d.GetEventid()] = d
}
}
func (p *Parser) handleGameEvent(ge *msg.CSVCMsg_GameEvent) {
defer func() {
p.setError(recoverFromUnexpectedEOF(recover()))
}()
if p.gameEventDescs == nil {
p.eventDispatcher.Dispatch(events.ParserWarnEvent{Message: "Received GameEvent but event descriptors are missing"})
return
}
d := p.gameEventDescs[ge.Eventid]
debugGameEvent(d, ge)
// Ignore events before players are connected to speed things up
if len(p.gameState.players) == 0 && d.Name != "player_connect" {
return
}
var data map[string]*msg.CSVCMsg_GameEventKeyT
switch d.Name {
case "round_start": // Round started
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.RoundStartedEvent{
TimeLimit: int(data["timelimit"].GetValLong()),
FragLimit: int(data["fraglimit"].GetValLong()),
Objective: data["objective"].GetValString(),
})
case "cs_win_panel_match": // Not sure, maybe match end event???
p.eventDispatcher.Dispatch(events.WinPanelMatchEvent{})
case "round_announce_final": // 30th round for normal de_, not necessarily matchpoint
p.eventDispatcher.Dispatch(events.FinalRoundEvent{})
case "round_announce_last_round_half": // Last round of the half
p.eventDispatcher.Dispatch(events.LastRoundHalfEvent{})
case "round_end": // Round ended and the winner was announced
data = mapGameEventData(d, ge)
t := common.TeamSpectators
switch data["winner"].GetValByte() {
case int32(p.gameState.tState.id):
t = common.TeamTerrorists
case int32(p.gameState.ctState.id):
t = common.TeamCounterTerrorists
}
p.eventDispatcher.Dispatch(events.RoundEndedEvent{
Message: data["message"].GetValString(),
Reason: common.RoundEndReason(data["reason"].GetValByte()),
Winner: t,
})
case "round_officially_ended": // The event after which you get teleported to the spawn (=> You can still walk around between round_end and this event)
// Issue #42
// Sometimes grenades aren't deleted / destroyed via entity-updates at the end of the round,
// so we need to do it here for those that weren't.
//
// We're not deleting them from entitites though as that's supposed to be as close to the actual demo data as possible.
// We're also not using Entity.Destroy() because it would - in some cases - be called twice on the same entity
// and it's supposed to be called when the demo actually says so (same case as with GameState.entities).
for _, proj := range p.gameState.grenadeProjectiles {
p.nadeProjectileDestroyed(proj)
}
p.eventDispatcher.Dispatch(events.RoundOfficialyEndedEvent{})
case "round_mvp": // Round MVP was announced
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.RoundMVPEvent{
Player: p.gameState.players[int(data["userid"].GetValShort())],
Reason: common.RoundMVPReason(data["reason"].GetValShort()),
})
case "bot_takeover": // Bot got taken over
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.BotTakenOverEvent{Taker: p.gameState.players[int(data["userid"].GetValShort())]})
case "begin_new_match": // Match started
p.eventDispatcher.Dispatch(events.MatchStartedEvent{})
case "round_freeze_end": // Round start freeze ended
p.eventDispatcher.Dispatch(events.FreezetimeEndedEvent{})
case "player_footstep": // Footstep sound
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.PlayerFootstepEvent{
Player: p.gameState.players[int(data["userid"].GetValShort())],
})
case "player_jump": // Player jumped
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.PlayerJumpEvent{Player: p.gameState.players[int(data["userid"].GetValShort())]})
case "weapon_fire": // Weapon was fired
data = mapGameEventData(d, ge)
shooter := p.gameState.players[int(data["userid"].GetValShort())]
wep := common.NewEquipment(data["weapon"].GetValString())
p.eventDispatcher.Dispatch(events.WeaponFiredEvent{
Shooter: shooter,
Weapon: getAttackingWeapon(&wep, shooter),
})
case "player_death": // Player died
data = mapGameEventData(d, ge)
killer := p.gameState.players[int(data["attacker"].GetValShort())]
wep := common.NewSkinEquipment(data["weapon"].GetValString(), data["weapon_itemid"].GetValString())
p.eventDispatcher.Dispatch(events.PlayerKilledEvent{
Victim: p.gameState.players[int(data["userid"].GetValShort())],
Killer: killer,
Assister: p.gameState.players[int(data["assister"].GetValShort())],
IsHeadshot: data["headshot"].GetValBool(),
PenetratedObjects: int(data["penetrated"].GetValShort()),
Weapon: getAttackingWeapon(&wep, killer),
})
case "player_hurt": // Player got hurt
data = mapGameEventData(d, ge)
attacker := p.gameState.players[int(data["attacker"].GetValShort())]
wep := common.NewEquipment(data["weapon"].GetValString())
p.eventDispatcher.Dispatch(events.PlayerHurtEvent{
Player: p.gameState.players[int(data["userid"].GetValShort())],
Attacker: attacker,
Health: int(data["health"].GetValByte()),
Armor: int(data["armor"].GetValByte()),
HealthDamage: int(data["dmg_health"].GetValShort()),
ArmorDamage: int(data["dmg_armor"].GetValByte()),
HitGroup: common.HitGroup(data["hitgroup"].GetValByte()),
Weapon: getAttackingWeapon(&wep, attacker),
})
case "player_blind": // Player got blinded by a flash
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.PlayerFlashedEvent{Player: p.gameState.players[int(data["userid"].GetValShort())]})
case "flashbang_detonate": // Flash exploded
fallthrough
case "hegrenade_detonate": // HE exploded
fallthrough
case "decoy_started": // Decoy started
fallthrough
case "decoy_detonate": // Decoy exploded/expired
fallthrough
case "smokegrenade_detonate": // Smoke popped
fallthrough
case "smokegrenade_expired": // Smoke expired
fallthrough
case "inferno_startburn": // Incendiary exploded/started
fallthrough
case "inferno_expire": // Incendiary expired
data = mapGameEventData(d, ge)
thrower := p.gameState.players[int(data["userid"].GetValShort())]
position := r3.Vector{
X: float64(data["x"].ValFloat),
Y: float64(data["y"].ValFloat),
Z: float64(data["z"].ValFloat),
}
nadeEntityID := int(data["entityid"].GetValShort())
switch d.Name {
case "flashbang_detonate": // Flash exploded
p.eventDispatcher.Dispatch(events.FlashExplodedEvent{NadeEvent: buildNadeEvent(common.EqFlash, thrower, position, nadeEntityID)})
case "hegrenade_detonate": // HE exploded
p.eventDispatcher.Dispatch(events.HeExplodedEvent{NadeEvent: buildNadeEvent(common.EqHE, thrower, position, nadeEntityID)})
case "decoy_started": // Decoy started
p.eventDispatcher.Dispatch(events.DecoyStartEvent{NadeEvent: buildNadeEvent(common.EqDecoy, thrower, position, nadeEntityID)})
case "decoy_detonate": // Decoy exploded/expired
p.eventDispatcher.Dispatch(events.DecoyEndEvent{NadeEvent: buildNadeEvent(common.EqDecoy, thrower, position, nadeEntityID)})
case "smokegrenade_detonate": // Smoke popped
p.eventDispatcher.Dispatch(events.SmokeStartEvent{NadeEvent: buildNadeEvent(common.EqSmoke, thrower, position, nadeEntityID)})
case "smokegrenade_expired": // Smoke expired
p.eventDispatcher.Dispatch(events.SmokeEndEvent{NadeEvent: buildNadeEvent(common.EqSmoke, thrower, position, nadeEntityID)})
case "inferno_startburn": // Incendiary exploded/started
p.eventDispatcher.Dispatch(events.FireNadeStartEvent{NadeEvent: buildNadeEvent(common.EqIncendiary, thrower, position, nadeEntityID)})
case "inferno_expire": // Incendiary expired
p.eventDispatcher.Dispatch(events.FireNadeEndEvent{NadeEvent: buildNadeEvent(common.EqIncendiary, thrower, position, nadeEntityID)})
}
case "player_connect": // Bot connected or player reconnected, players normally come in via string tables & data tables
data = mapGameEventData(d, ge)
pl := &playerInfo{
userID: int(data["userid"].GetValShort()),
name: data["name"].GetValString(),
guid: data["networkid"].GetValString(),
}
pl.xuid = getCommunityID(pl.guid)
p.rawPlayers[int(data["index"].GetValByte())] = pl
case "player_disconnect": // Player disconnected (kicked, quit, timed out etc.)
data = mapGameEventData(d, ge)
uid := int(data["userid"].GetValShort())
for k, v := range p.rawPlayers {
if v.userID == uid {
delete(p.rawPlayers, k)
}
}
pl := p.gameState.players[uid]
if pl != nil {
e := events.PlayerDisconnectEvent{
Player: pl,
}
p.eventDispatcher.Dispatch(e)
}
delete(p.gameState.players, uid)
for k, v := range p.entityIDToPlayers {
if v == pl {
delete(p.entityIDToPlayers, k)
}
}
case "player_team": // Player changed team
data = mapGameEventData(d, ge)
player := p.gameState.players[int(data["userid"].GetValShort())]
newTeam := common.Team(data["team"].GetValByte())
if player != nil {
if player.Team != newTeam {
player.Team = newTeam
p.eventDispatcher.Dispatch(events.PlayerTeamChangeEvent{
Player: player,
IsBot: data["isbot"].GetValBool(),
Silent: data["silent"].GetValBool(),
NewTeam: newTeam,
OldTeam: common.Team(data["oldteam"].GetValByte()),
})
} else {
p.eventDispatcher.Dispatch(events.ParserWarnEvent{
Message: "Player team swap game-event occurred but player.Team == newTeam",
})
}
} else {
p.eventDispatcher.Dispatch(events.ParserWarnEvent{
Message: "Player team swap game-event occurred but player is nil",
})
}
case "bomb_beginplant": // Plant started
fallthrough
case "bomb_planted": // Plant finished
fallthrough
case "bomb_defused": // Defuse finished
fallthrough
case "bomb_exploded": // Bomb exploded
data = mapGameEventData(d, ge)
e := events.BombEvent{Player: p.gameState.players[int(data["userid"].GetValShort())]}
site := int(data["site"].GetValShort())
switch site {
case p.bombsiteA.index:
e.Site = events.BombsiteA
case p.bombsiteB.index:
e.Site = events.BombsiteB
default:
t := p.triggers[site]
if t == nil {
panic(fmt.Sprintf("Bombsite with index %d not found", site))
}
if t.contains(p.bombsiteA.center) {
e.Site = events.BombsiteA
p.bombsiteA.index = site
} else if t.contains(p.bombsiteB.center) {
e.Site = events.BombsiteB
p.bombsiteB.index = site
} else {
panic("Bomb not planted on bombsite A or B")
}
}
switch d.Name {
case "bomb_beginplant":
p.eventDispatcher.Dispatch(events.BombBeginPlant{BombEvent: e})
case "bomb_planted":
p.eventDispatcher.Dispatch(events.BombPlantedEvent{BombEvent: e})
case "bomb_defused":
p.eventDispatcher.Dispatch(events.BombDefusedEvent{BombEvent: e})
case "bomb_exploded":
p.eventDispatcher.Dispatch(events.BombExplodedEvent{BombEvent: e})
}
case "bomb_begindefuse": // Defuse started
data = mapGameEventData(d, ge)
p.eventDispatcher.Dispatch(events.BombBeginDefuseEvent{
Player: p.gameState.players[int(data["userid"].GetValShort())],
HasKit: data["haskit"].GetValBool(),
})
case "item_equip": // Equipped, I think
fallthrough
case "item_pickup": // Picked up or bought?
fallthrough
case "item_remove": // Dropped?
data = mapGameEventData(d, ge)
player := p.gameState.players[int(data["userid"].GetValShort())]
weapon := common.NewSkinEquipment(data["item"].GetValString(), "")
switch d.Name {
case "item_equip":
p.eventDispatcher.Dispatch(events.ItemEquipEvent{
Player: player,
Weapon: weapon,
})
case "item_pickup":
p.eventDispatcher.Dispatch(events.ItemPickupEvent{
Player: player,
Weapon: weapon,
})
case "item_remove":
p.eventDispatcher.Dispatch(events.ItemDropEvent{
Player: player,
Weapon: weapon,
})
}
// TODO: Might be interesting:
case "player_connect_full": // Connecting finished
fallthrough
case "player_falldamage": // Falldamage
fallthrough
case "weapon_zoom": // Zooming in
fallthrough
case "weapon_reload": // Weapon reloaded
fallthrough
case "bomb_dropped": // Bomb dropped
fallthrough
case "bomb_pickup": // Bomb picked up
fallthrough
case "round_time_warning": // Round time warning
fallthrough
case "round_announce_match_point": // Match point announcement
fallthrough
case "player_changename": // Name change
fallthrough
// Probably not that interesting but we'll still emit the GenericGameEvent:
case "buytime_ended": // Not actually end of buy time, seems to only be sent once per game at the start
fallthrough
case "round_announce_match_start": // Special match start announcement
fallthrough
case "bomb_beep": // Bomb beep
fallthrough
case "player_spawn": // Player spawn
fallthrough
case "hltv_status": // Don't know
fallthrough
case "hltv_chase": // Don't care
fallthrough
case "cs_round_start_beep": // Round start beeps
fallthrough
case "cs_round_final_beep": // Final beep
fallthrough
case "cs_pre_restart": // Not sure, doesn't seem to be important
fallthrough
case "round_prestart": // Ditto
fallthrough
case "round_poststart": // Ditto
fallthrough
case "cs_win_panel_round": // Win panel, (==end of match?)
fallthrough
case "endmatch_cmm_start_reveal_items": // Drops
fallthrough
case "announce_phase_end": // Dunno
fallthrough
case "tournament_reward": // Dunno
fallthrough
case "other_death": // Dunno
fallthrough
case "round_announce_warmup": // Dunno
fallthrough
case "server_cvar": // Dunno
fallthrough
case "weapon_fire_on_empty": // Sounds boring
fallthrough
case "hltv_fixed": // Dunno
fallthrough
case "cs_match_end_restart": // Yawn
p.eventDispatcher.Dispatch(events.GenericGameEvent{Name: d.Name, Data: mapGameEventData(d, ge)})
default:
p.eventDispatcher.Dispatch(events.ParserWarnEvent{Message: fmt.Sprintf("Unknown event %q", d.Name)})
p.eventDispatcher.Dispatch(events.GenericGameEvent{Name: d.Name, Data: mapGameEventData(d, ge)})
}
}
func getAttackingWeapon(wep *common.Equipment, attacker *common.Player) *common.Equipment {
class := wep.Class()
isSpecialWeapon := class == common.EqClassGrenade || (class == common.EqClassEquipment && wep.Weapon != common.EqKnife)
if !isSpecialWeapon && attacker != nil && len(attacker.RawWeapons) > 0 {
return attacker.ActiveWeapon()
}
return wep
}
func mapGameEventData(d *msg.CSVCMsg_GameEventListDescriptorT, e *msg.CSVCMsg_GameEvent) map[string]*msg.CSVCMsg_GameEventKeyT {
data := make(map[string]*msg.CSVCMsg_GameEventKeyT)
for i, k := range d.Keys {
data[k.Name] = e.Keys[i]
}
return data
}
// Just so we can nicely create NadeEvents in one line
func buildNadeEvent(nadeType common.EquipmentElement, thrower *common.Player, position r3.Vector, nadeEntityID int) events.NadeEvent {
return events.NadeEvent{
NadeType: nadeType,
Thrower: thrower,
Position: position,
NadeEntityID: nadeEntityID,
}
}
// We're all better off not asking questions
const valveMagicNumber = 76561197960265728
func getCommunityID(guid string) int64 {
if guid == "BOT" {
return 0
}
authSrv, errSrv := strconv.ParseInt(guid[8:9], 10, 64)
authID, errID := strconv.ParseInt(guid[10:], 10, 64)
if errSrv != nil {
panic(errSrv.Error())
}
if errID != nil {
panic(errID.Error())
}
// WTF are we doing here?
return valveMagicNumber + authID*2 + authSrv
}
func (p *Parser) handleUserMessage(um *msg.CSVCMsg_UserMessage) {
defer func() {
p.setError(recoverFromUnexpectedEOF(recover()))
}()
switch msg.ECstrike15UserMessages(um.MsgType) {
case msg.ECstrike15UserMessages_CS_UM_SayText:
st := new(msg.CCSUsrMsg_SayText)
err := st.Unmarshal(um.MsgData)
if err != nil {
p.eventDispatcher.Dispatch(events.ParserWarnEvent{Message: fmt.Sprintf("Failed to decode SayText message: %s", err.Error())})
}
p.eventDispatcher.Dispatch(events.SayTextEvent{
EntIdx: int(st.EntIdx),
IsChat: st.Chat,
IsChatAll: st.Textallchat,
Text: st.Text,
})
case msg.ECstrike15UserMessages_CS_UM_SayText2:
st := new(msg.CCSUsrMsg_SayText2)
err := st.Unmarshal(um.MsgData)
if err != nil {
p.eventDispatcher.Dispatch(events.ParserWarnEvent{Message: fmt.Sprintf("Failed to decode SayText2 message: %s", err.Error())})
}
p.eventDispatcher.Dispatch(events.SayText2Event{
EntIdx: int(st.EntIdx),
IsChat: st.Chat,
IsChatAll: st.Textallchat,
MsgName: st.MsgName,
Params: st.Params,
})
switch st.MsgName {
case "Cstrike_Chat_All":
fallthrough
case "Cstrike_Chat_AllDead":
var sender *common.Player
for _, pl := range p.gameState.players {
// This could be a problem if the player changed his name
// as the name is only set initially and never updated
if pl.Name == st.Params[0] {
sender = pl
}
}
p.eventDispatcher.Dispatch(events.ChatMessageEvent{
Sender: sender,
Text: st.Params[1],
IsChatAll: st.Textallchat,
})
case "#CSGO_Coach_Join_T": // Ignore these
case "#CSGO_Coach_Join_CT":
default:
p.eventDispatcher.Dispatch(events.ParserWarnEvent{Message: fmt.Sprintf("Skipped sending ChatMessageEvent for SayText2 with unknown MsgName %q", st.MsgName)})
}
default:
// TODO: handle more user messages (if they are interesting)
// Maybe msg.ECstrike15UserMessages_CS_UM_RadioText
}
}