Documentation ¶
Index ¶
- Variables
- type Analyzer
- func (a *Analyzer) AddDataAnalyzer(demoIDs []int64) error
- func (a *Analyzer) CheckForEver()
- func (a *Analyzer) CheckOutAnalyzed() error
- func (a *Analyzer) ComputeGrenadesCurrentFrame(grenadesAnalyzer []*modelanalyzer.Grenade, mapName string) []*model.Grenade
- func (a *Analyzer) ComputePlayersCardCurrentFrame(playersEvent map[uint64]*modelanalyzer.PlayerEvent, mapName string) []*model.PlayerCard
- func (a *Analyzer) ComputePlayersPositionsCurrentFrame(playersEvent map[uint64]*modelanalyzer.PlayerEvent, mapName string) []*model.PlayerPositions
- func (a *Analyzer) ConvertRounds(game *modelanalyzer.Game) []*model.Round
- func (a *Analyzer) HandleShoots(event modelanalyzer.EventAnalyzer, frames []*modelanalyzer.Frame, numFrame int)
- func (a *Analyzer) ParseOneGame(data DataAnalyzer)
- func (a *Analyzer) SaveStatesGrenades(frames []*modelanalyzer.Frame, numFrame int)
- func (a *Analyzer) Shutdown()
- type DataAnalyzer
- type Parser
- func (p *Parser) AddFrame(event modelanalyzer.EventAnalyzer, addPositions, addPlayersCard bool)
- func (p *Parser) ComputeMatchEnded()
- func (p *Parser) ComputeMatchStarted()
- func (p *Parser) ComputePlayerConnect()
- func (p *Parser) ComputePlayerFlashed()
- func (p *Parser) ComputePlayerHurt()
- func (p *Parser) ComputeRoundStart()
- func (p *Parser) ComputeTeamScore()
- func (p *Parser) ComputeTeamSideSwitch()
- func (p *Parser) EventWeaponFire()
- func (p *Parser) EventsItemDrop()
- func (p *Parser) EventsItemPickup()
- func (p *Parser) EventsRoundBombPlanted()
- func (p *Parser) EventsRoundBombeDefused()
- func (p *Parser) EventsRoundBombeExplode()
- func (p *Parser) EventsRoundEndedTimeOut()
- func (p *Parser) EventsRoundFreezetimeEnd()
- func (p *Parser) EventsRoundKills()
- func (p *Parser) GetAllGrenadesIG() []*modelanalyzer.Grenade
- func (p *Parser) GetAllPlayerPlaying() map[uint64]*modelanalyzer.PlayerEvent
- func (p *Parser) GetMessages()
- func (p *Parser) GetPlayerCarrierSteamIDBomb() string
- func (p *Parser) GetRank()
- func (p *Parser) LastFrameShootPlayer(attackerSteamID uint64) int
- func (p *Parser) Parse()
- func (p *Parser) RegisterGrenadesEvents()
- func (p *Parser) StorePositionsPlayers()
Constants ¶
This section is empty.
Variables ¶
var ErrChanFull = errors.New("chan analyzer is full")
ErrChanFull chan is full
var ErrCouldNotShutdown = errors.New("could not shutdown analyzer")
ErrCouldNotShutdown could not shutdown analyzer
Functions ¶
This section is empty.
Types ¶
type Analyzer ¶
type Analyzer struct {
// contains filtered or unexported fields
}
Analyzer stores the games it has to analyze
func NewAnalyzer ¶
NewAnalyzer constructor of Analyzer
func (*Analyzer) AddDataAnalyzer ¶
AddDataAnalyzer add data to be analyzed
func (*Analyzer) CheckForEver ¶
func (a *Analyzer) CheckForEver()
CheckForEver this check if new demo need to be analyzed
func (*Analyzer) CheckOutAnalyzed ¶
CheckOutAnalyzed at the start of the analyzer, check if their is demo to (re)analyze or not
func (*Analyzer) ComputeGrenadesCurrentFrame ¶
func (a *Analyzer) ComputeGrenadesCurrentFrame( grenadesAnalyzer []*modelanalyzer.Grenade, mapName string, ) []*model.Grenade
ComputeGrenadesCurrentFrame register every grenades positions for the current frame
func (*Analyzer) ComputePlayersCardCurrentFrame ¶
func (a *Analyzer) ComputePlayersCardCurrentFrame( playersEvent map[uint64]*modelanalyzer.PlayerEvent, mapName string, ) []*model.PlayerCard
ComputePlayersCardCurrentFrame register every players data for the current frame
func (*Analyzer) ComputePlayersPositionsCurrentFrame ¶
func (a *Analyzer) ComputePlayersPositionsCurrentFrame( playersEvent map[uint64]*modelanalyzer.PlayerEvent, mapName string, ) []*model.PlayerPositions
ComputePlayersPositionsCurrentFrame register every players positions for the current frame
func (*Analyzer) ConvertRounds ¶
func (a *Analyzer) ConvertRounds(game *modelanalyzer.Game) []*model.Round
ConvertRounds convert the rounds of the game to fit in the DB
func (*Analyzer) HandleShoots ¶
func (a *Analyzer) HandleShoots(event modelanalyzer.EventAnalyzer, frames []*modelanalyzer.Frame, numFrame int)
HandleShoots to register the number of shoots in this frame or the next
func (*Analyzer) ParseOneGame ¶
func (a *Analyzer) ParseOneGame(data DataAnalyzer)
ParseOneGame start to analyze one game
func (*Analyzer) SaveStatesGrenades ¶
func (a *Analyzer) SaveStatesGrenades(frames []*modelanalyzer.Frame, numFrame int)
SaveStatesGrenades save the highest state of a grenade for the next frame if this one isn't displayed
type DataAnalyzer ¶
type DataAnalyzer struct {
// contains filtered or unexported fields
}
DataAnalyzer data send to be analyzed
type Parser ¶
type Parser struct { DemoID int64 ParserDemoinfocs demoinfocs.Parser Game *modelanalyzer.Game // contains filtered or unexported fields }
Parser type to parse the game
func (*Parser) AddFrame ¶
func (p *Parser) AddFrame(event modelanalyzer.EventAnalyzer, addPositions, addPlayersCard bool)
AddFrame add a frame to the current round
func (*Parser) ComputeMatchEnded ¶
func (p *Parser) ComputeMatchEnded()
ComputeMatchEnded catch the event when the match ended
func (*Parser) ComputeMatchStarted ¶
func (p *Parser) ComputeMatchStarted()
ComputeMatchStarted event on MatchStarted
func (*Parser) ComputePlayerConnect ¶
func (p *Parser) ComputePlayerConnect()
ComputePlayerConnect event on PlayerConnect
func (*Parser) ComputePlayerFlashed ¶
func (p *Parser) ComputePlayerFlashed()
ComputePlayerFlashed event on PlayerFlashed
func (*Parser) ComputePlayerHurt ¶
func (p *Parser) ComputePlayerHurt()
ComputePlayerHurt event on PlayerHurt
func (*Parser) ComputeRoundStart ¶
func (p *Parser) ComputeRoundStart()
ComputeRoundStart event on RoundStart
func (*Parser) ComputeTeamScore ¶
func (p *Parser) ComputeTeamScore()
ComputeTeamScore changes the score when it changes
func (*Parser) ComputeTeamSideSwitch ¶
func (p *Parser) ComputeTeamSideSwitch()
ComputeTeamSideSwitch event on TeamSideSwitch
func (*Parser) EventWeaponFire ¶
func (p *Parser) EventWeaponFire()
EventWeaponFire event on WeaponFire
func (*Parser) EventsItemDrop ¶
func (p *Parser) EventsItemDrop()
EventsItemDrop register when player drop something
func (*Parser) EventsItemPickup ¶
func (p *Parser) EventsItemPickup()
EventsItemPickup register when player buy
func (*Parser) EventsRoundBombPlanted ¶
func (p *Parser) EventsRoundBombPlanted()
EventsRoundBombPlanted register the event when the bombe has been planted
func (*Parser) EventsRoundBombeDefused ¶
func (p *Parser) EventsRoundBombeDefused()
EventsRoundBombeDefused register the event when the round ends with the bomb defused
func (*Parser) EventsRoundBombeExplode ¶
func (p *Parser) EventsRoundBombeExplode()
EventsRoundBombeExplode register the event when the round ends with the bomb explode
func (*Parser) EventsRoundEndedTimeOut ¶
func (p *Parser) EventsRoundEndedTimeOut()
EventsRoundEndedTimeOut register the event when the round ends with timeout
func (*Parser) EventsRoundFreezetimeEnd ¶
func (p *Parser) EventsRoundFreezetimeEnd()
EventsRoundFreezetimeEnd register the event when the freeze time ends
func (*Parser) EventsRoundKills ¶
func (p *Parser) EventsRoundKills()
EventsRoundKills store the event of a kill, with the weapon, killer, killed, time, position
func (*Parser) GetAllGrenadesIG ¶
func (p *Parser) GetAllGrenadesIG() []*modelanalyzer.Grenade
GetAllGrenadesIG return all the grandes of the game
func (*Parser) GetAllPlayerPlaying ¶
func (p *Parser) GetAllPlayerPlaying() map[uint64]*modelanalyzer.PlayerEvent
GetAllPlayerPlaying store in a map all players for an instant
func (*Parser) GetPlayerCarrierSteamIDBomb ¶
GetPlayerCarrierSteamIDBomb return the steamID of the carrier of the bomb if no one is carrying the bomb, return ""
func (*Parser) LastFrameShootPlayer ¶
LastFrameShootPlayer return the last frame the player shot
func (*Parser) RegisterGrenadesEvents ¶
func (p *Parser) RegisterGrenadesEvents()
RegisterGrenadesEvents register all the grenades events we need
func (*Parser) StorePositionsPlayers ¶
func (p *Parser) StorePositionsPlayers()
StorePositionsPlayers every second, store the position of all the players