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export type PlayerLog = PlayerLogTurn[];
export type PlayerLogTurn = {
action?: PlayerAction;
stderr: string[];
};
type PlayerAction = Timeout | BadCommand | Dispatches;
type Timeout = {
type: "timeout";
};
type BadCommand = {
type: "bad_command";
command: string;
error: string;
};
type Dispatches = {
type: "dispatches";
dispatches: Dispatch[];
};
type Dispatch = {
origin: string;
destination: string;
ship_count: number;
error?: string;
};
function createEmptyLogTurn(): PlayerLogTurn {
return {
stderr: [],
};
}
export function parsePlayerLog(playerId: number, logText: string): PlayerLog {
const logLines = logText.split("\n").slice(0, -1);
const playerLog: PlayerLog = [];
let turn = null;
logLines.forEach((logLine) => {
const logMessage = JSON.parse(logLine);
if (logMessage["type"] === "gamestate") {
if (turn) {
playerLog.push(turn);
turn = createEmptyLogTurn();
}
} else if (logMessage["player_id"] === playerId) {
if (!turn) {
// older match logs don't have an initial game state due to a bug.
turn = createEmptyLogTurn();
}
switch (logMessage["type"]) {
case "stderr": {
let msg = logMessage["message"];
turn.stderr.push(msg);
break;
}
case "timeout":
case "bad_command":
case "dispatches": {
turn.action = logMessage;
break;
}
}
}
});
return playerLog;
}
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