Documentation ¶
Overview ¶
Package demoinfocs provides a demo parser for the game Counter-Strike: Global Offensive. It is based on the official demoinfogo tool by Valve as well as Stats Helix's demoinfo.
A good entry point to using the library is the Parser type.
Demo events are documented in the events package.
Index ¶
- Variables
- type GameState
- func (gs GameState) Bomb() *common.Bomb
- func (gs *GameState) ConVars() map[string]string
- func (gs GameState) Entities() map[int]*st.Entity
- func (gs GameState) GamePhase() common.GamePhase
- func (gs GameState) GrenadeProjectiles() map[int]*common.GrenadeProjectile
- func (gs GameState) Infernos() map[int]*common.Inferno
- func (gs GameState) IngameTick() int
- func (gs GameState) IsMatchStarted() bool
- func (gs GameState) IsWarmupPeriod() bool
- func (gs GameState) Participants() IParticipants
- func (gs *GameState) Team(team common.Team) *common.TeamState
- func (gs *GameState) TeamCounterTerrorists() *common.TeamState
- func (gs *GameState) TeamTerrorists() *common.TeamState
- func (gs GameState) TotalRoundsPlayed() int
- func (gs GameState) Weapons() map[int]*common.Equipment
- type IGameState
- type IParser
- type IParticipants
- type NetMessageCreator
- type Parser
- func (p *Parser) Cancel()
- func (p *Parser) CurrentFrame() int
- func (p *Parser) CurrentTime() time.Duration
- func (p *Parser) GameState() IGameState
- func (p *Parser) Header() common.DemoHeader
- func (p *Parser) ParseHeader() (common.DemoHeader, error)
- func (p *Parser) ParseNextFrame() (moreFrames bool, err error)
- func (p *Parser) ParseToEnd() (err error)
- func (p *Parser) Progress() float32
- func (p *Parser) RegisterEventHandler(handler interface{}) dp.HandlerIdentifier
- func (p *Parser) RegisterNetMessageHandler(handler interface{}) dp.HandlerIdentifier
- func (p *Parser) ServerClasses() st.ServerClasses
- func (p *Parser) TickRate() float64
- func (p *Parser) TickTime() time.Duration
- func (p *Parser) UnregisterEventHandler(identifier dp.HandlerIdentifier)
- func (p *Parser) UnregisterNetMessageHandler(identifier dp.HandlerIdentifier)
- type ParserConfig
- type Participants
- func (ptcp Participants) All() []*common.Player
- func (ptcp Participants) AllByUserID() map[int]*common.Player
- func (ptcp Participants) ByEntityID() map[int]*common.Player
- func (ptcp Participants) ByUserID() map[int]*common.Player
- func (ptcp Participants) Connected() []*common.Player
- func (ptcp Participants) FindByHandle(handle int) *common.Player
- func (ptcp Participants) Playing() []*common.Player
- func (ptcp Participants) SpottedBy(spotter *common.Player) (spotted []*common.Player)
- func (ptcp Participants) SpottersOf(spotted *common.Player) (spotters []*common.Player)
- func (ptcp Participants) TeamMembers(team common.Team) []*common.Player
Examples ¶
Constants ¶
This section is empty.
Variables ¶
var ( // ErrCancelled signals that parsing was cancelled via Parser.Cancel() ErrCancelled = errors.New("parsing was cancelled before it finished (ErrCancelled)") // ErrUnexpectedEndOfDemo signals that the demo is incomplete / corrupt - // these demos may still be useful, check how far the parser got. ErrUnexpectedEndOfDemo = errors.New("demo stream ended unexpectedly (ErrUnexpectedEndOfDemo)") // ErrInvalidFileType signals that the input isn't a valid CS:GO demo. ErrInvalidFileType = errors.New("invalid File-Type; expecting HL2DEMO in the first 8 bytes (ErrInvalidFileType)") )
Parsing errors
var DefaultParserConfig = ParserConfig{
MsgQueueBufferSize: -1,
}
DefaultParserConfig is the default Parser configuration used by NewParser().
Functions ¶
This section is empty.
Types ¶
type GameState ¶ added in v0.4.0
type GameState struct {
// contains filtered or unexported fields
}
GameState contains all game-state relevant information.
func (*GameState) ConVars ¶ added in v1.3.0
ConVars returns a map of CVar keys and values. Not all values might be set. See also: https://developer.valvesoftware.com/wiki/List_of_CS:GO_Cvars.
func (GameState) Entities ¶ added in v1.0.0
Entities returns all currently existing entities. (Almost?) everything in the game is an entity, such as weapons, players, fire etc.
func (GameState) GamePhase ¶ added in v1.3.0
GamePhase returns the game phase of the current game state. See common/gamerules.go for more.
func (GameState) GrenadeProjectiles ¶ added in v0.5.4
func (gs GameState) GrenadeProjectiles() map[int]*common.GrenadeProjectile
GrenadeProjectiles returns a map from entity-IDs to all live grenade projectiles.
Only constains projectiles currently in-flight or still active (smokes etc.), i.e. have been thrown but have yet to detonate.
func (GameState) Infernos ¶ added in v1.0.0
Infernos returns a map from entity-IDs to all currently burning infernos (fires from incendiaries and Molotovs).
func (GameState) IngameTick ¶ added in v0.4.0
IngameTick returns the latest actual tick number of the server during the game.
Watch out, I've seen this return wonky negative numbers at the start of demos.
func (GameState) IsMatchStarted ¶ added in v1.0.0
IsMatchStarted returns whether the match has started according to CCSGameRulesProxy.
func (GameState) IsWarmupPeriod ¶ added in v1.0.0
IsWarmupPeriod returns whether the game is currently in warmup period according to CCSGameRulesProxy.
func (GameState) Participants ¶ added in v0.4.0
func (gs GameState) Participants() IParticipants
Participants returns a struct with all currently connected players & spectators and utility functions. The struct contains references to the original maps so it's always up-to-date.
func (*GameState) Team ¶ added in v1.0.0
Team returns the TeamState corresponding to team. Returns nil if team != TeamTerrorists && team != TeamCounterTerrorists.
Make sure to handle swapping sides properly if you keep the reference.
func (*GameState) TeamCounterTerrorists ¶ added in v1.0.0
TeamCounterTerrorists returns the TeamState of the CT team.
Make sure to handle swapping sides properly if you keep the reference.
func (*GameState) TeamTerrorists ¶ added in v1.0.0
TeamTerrorists returns the TeamState of the T team.
Make sure to handle swapping sides properly if you keep the reference.
func (GameState) TotalRoundsPlayed ¶ added in v1.0.0
TotalRoundsPlayed returns the amount of total rounds played according to CCSGameRulesProxy.
type IGameState ¶ added in v1.0.0
type IGameState interface { // IngameTick returns the latest actual tick number of the server during the game. // // Watch out, I've seen this return wonky negative numbers at the start of demos. IngameTick() int // Team returns the TeamState corresponding to team. // Returns nil if team != TeamTerrorists && team != TeamCounterTerrorists. // // Make sure to handle swapping sides properly if you keep the reference. Team(team common.Team) *common.TeamState // TeamCounterTerrorists returns the TeamState of the CT team. // // Make sure to handle swapping sides properly if you keep the reference. TeamCounterTerrorists() *common.TeamState // TeamTerrorists returns the TeamState of the T team. // // Make sure to handle swapping sides properly if you keep the reference. TeamTerrorists() *common.TeamState // Participants returns a struct with all currently connected players & spectators and utility functions. // The struct contains references to the original maps so it's always up-to-date. Participants() IParticipants // GrenadeProjectiles returns a map from entity-IDs to all live grenade projectiles. // // Only constains projectiles currently in-flight or still active (smokes etc.), // i.e. have been thrown but have yet to detonate. GrenadeProjectiles() map[int]*common.GrenadeProjectile // Infernos returns a map from entity-IDs to all currently burning infernos (fires from incendiaries and Molotovs). Infernos() map[int]*common.Inferno // Weapons returns a map from entity-IDs to all weapons currently in the game. Weapons() map[int]*common.Equipment // Entities returns all currently existing entities. // (Almost?) everything in the game is an entity, such as weapons, players, fire etc. Entities() map[int]*st.Entity // Bomb returns the current bomb state. Bomb() *common.Bomb // TotalRoundsPlayed returns the amount of total rounds played according to CCSGameRulesProxy. TotalRoundsPlayed() int // GamePhase returns the game phase of the current game state. See common/gamerules.go for more. GamePhase() common.GamePhase // IsWarmupPeriod returns whether the game is currently in warmup period according to CCSGameRulesProxy. IsWarmupPeriod() bool // IsMatchStarted returns whether the match has started according to CCSGameRulesProxy. IsMatchStarted() bool // ConVars returns a map of CVar keys and values. // Not all values might be set. // See also: https://developer.valvesoftware.com/wiki/List_of_CS:GO_Cvars. ConVars() map[string]string }
IGameState is an auto-generated interface for GameState. GameState contains all game-state relevant information.
type IParser ¶ added in v1.0.0
type IParser interface { // ServerClasses returns the server-classes of this demo. // These are available after events.DataTablesParsed has been fired. ServerClasses() st.ServerClasses // Header returns the DemoHeader which contains the demo's metadata. // Only possible after ParserHeader() has been called. Header() common.DemoHeader // GameState returns the current game-state. // It contains most of the relevant information about the game such as players, teams, scores, grenades etc. GameState() IGameState // CurrentFrame return the number of the current frame, aka. 'demo-tick' (Since demos often have a different tick-rate than the game). // Starts with frame 0, should go up to DemoHeader.PlaybackFrames but might not be the case (usually it's just close to it). CurrentFrame() int // CurrentTime returns the time elapsed since the start of the demo CurrentTime() time.Duration // TickRate returns the tick-rate the server ran on during the game. TickRate() float64 // TickTime returns the time a single tick takes in seconds. TickTime() time.Duration // Progress returns the parsing progress from 0 to 1. // Where 0 means nothing has been parsed yet and 1 means the demo has been parsed to the end. // // Might not be 100% correct since it's just based on the reported tick count of the header. // May always return 0 if the demo header is corrupt. Progress() float32 /* RegisterEventHandler registers a handler for game events. The handler must be of type func(<EventType>) where EventType is the kind of event to be handled. To catch all events func(interface{}) can be used. Example: parser.RegisterEventHandler(func(e events.WeaponFired) { fmt.Printf("%s fired his %s\n", e.Shooter.Name, e.Weapon.Weapon) }) Parameter handler has to be of type interface{} because lolnogenerics. Returns a identifier with which the handler can be removed via UnregisterEventHandler(). */ RegisterEventHandler(handler interface{}) dp.HandlerIdentifier // UnregisterEventHandler removes a game event handler via identifier. // // The identifier is returned at registration by RegisterEventHandler(). UnregisterEventHandler(identifier dp.HandlerIdentifier) /* RegisterNetMessageHandler registers a handler for net-messages. The handler must be of type func(*<MessageType>) where MessageType is the kind of net-message to be handled. Returns a identifier with which the handler can be removed via UnregisterNetMessageHandler(). See also: RegisterEventHandler() */ RegisterNetMessageHandler(handler interface{}) dp.HandlerIdentifier // UnregisterNetMessageHandler removes a net-message handler via identifier. // // The identifier is returned at registration by RegisterNetMessageHandler(). UnregisterNetMessageHandler(identifier dp.HandlerIdentifier) // ParseHeader attempts to parse the header of the demo and returns it. // If not done manually this will be called by Parser.ParseNextFrame() or Parser.ParseToEnd(). // // Returns ErrInvalidFileType if the filestamp (first 8 bytes) doesn't match HL2DEMO. ParseHeader() (common.DemoHeader, error) // ParseToEnd attempts to parse the demo until the end. // Aborts and returns ErrCancelled if Cancel() is called before the end. // // See also: ParseNextFrame() for other possible errors. ParseToEnd() (err error) // Cancel aborts ParseToEnd(). // All information that was already read up to this point may still be used (and new events may still be sent out). Cancel() /* ParseNextFrame attempts to parse the next frame / demo-tick (not ingame tick). Returns true unless the demo command 'stop' or an error was encountered. May return ErrUnexpectedEndOfDemo for incomplete / corrupt demos. May panic if the demo is corrupt in some way. See also: ParseToEnd() for parsing the complete demo in one go (faster). */ ParseNextFrame() (moreFrames bool, err error) }
IParser is an auto-generated interface for Parser, intended to be used when mockability is needed. Parser can parse a CS:GO demo. Creating a new instance is done via NewParser().
To start off you may use Parser.ParseHeader() to parse the demo header (this can be skipped and will be done automatically if necessary). Further, Parser.ParseNextFrame() and Parser.ParseToEnd() can be used to parse the demo.
Use Parser.RegisterEventHandler() to receive notifications about events.
Example (without error handling):
f, _ := os.Open("/path/to/demo.dem") p := dem.NewParser(f) header := p.ParseHeader() fmt.Println("Map:", header.MapName) p.RegisterEventHandler(func(e events.BombExplode) { fmt.Printf(e.Site, "went BOOM!") }) p.ParseToEnd()
Prints out '{A/B} site went BOOM!' when a bomb explodes.
type IParticipants ¶ added in v1.0.0
type IParticipants interface { // ByUserID returns all currently connected players in a map where the key is the user-ID. // The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). // Includes spectators. ByUserID() map[int]*common.Player // ByEntityID returns all currently connected players in a map where the key is the entity-ID. // The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). // Includes spectators. ByEntityID() map[int]*common.Player // AllByUserID returns all currently known players & spectators, including disconnected ones, // in a map where the key is the user-ID. // The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). // Includes spectators. AllByUserID() map[int]*common.Player // All returns all currently known players & spectators, including disconnected ones, of the demo. // The returned slice is a snapshot and is not updated on changes. All() []*common.Player // Connected returns all currently connected players & spectators. // The returned slice is a snapshot and is not updated on changes. Connected() []*common.Player // Playing returns all players that aren't spectating or unassigned. // The returned slice is a snapshot and is not updated on changes. Playing() []*common.Player // TeamMembers returns all players belonging to the requested team at this time. // The returned slice is a snapshot and is not updated on changes. TeamMembers(team common.Team) []*common.Player // FindByHandle attempts to find a player by his entity-handle. // The entity-handle is often used in entity-properties when referencing other entities such as a weapon's owner. // // Returns nil if not found or if handle == invalidEntityHandle (used when referencing no entity). FindByHandle(handle int) *common.Player // SpottersOf returns a list of all players who have spotted the passed player. SpottersOf(spotted *common.Player) (spotters []*common.Player) // SpottedBy returns a list of all players that the passed player has spotted. SpottedBy(spotter *common.Player) (spotted []*common.Player) }
IParticipants is an auto-generated interface for Participants. Participants provides helper functions on top of the currently connected players. E.g. ByUserID(), ByEntityID(), TeamMembers(), etc.
See GameState.Participants()
type NetMessageCreator ¶ added in v0.5.0
NetMessageCreator creates additional net-messages to be dispatched to net-message handlers.
See also: ParserConfig.AdditionalNetMessageCreators & Parser.RegisterNetMessageHandler()
type Parser ¶
type Parser struct {
// contains filtered or unexported fields
}
Parser can parse a CS:GO demo. Creating a new instance is done via NewParser().
To start off you may use Parser.ParseHeader() to parse the demo header (this can be skipped and will be done automatically if necessary). Further, Parser.ParseNextFrame() and Parser.ParseToEnd() can be used to parse the demo.
Use Parser.RegisterEventHandler() to receive notifications about events.
Example (without error handling):
f, _ := os.Open("/path/to/demo.dem") p := dem.NewParser(f) header := p.ParseHeader() fmt.Println("Map:", header.MapName) p.RegisterEventHandler(func(e events.BombExplode) { fmt.Printf(e.Site, "went BOOM!") }) p.ParseToEnd()
Prints out '{A/B} site went BOOM!' when a bomb explodes.
Example ¶
This will print all kills of a demo in the format '[[killer]] <[[weapon]] [(HS)] [(WB)]> [[victim]]'
noinspection GoUnhandledErrorResult
package main import ( "fmt" "os" dem "github.com/markus-wa/demoinfocs-golang" "github.com/markus-wa/demoinfocs-golang/events" ) func main() { f, err := os.Open("test/cs-demos/default.dem") if err != nil { panic(err) } defer f.Close() p := dem.NewParser(f) // Register handler on kill events p.RegisterEventHandler(func(e events.Kill) { var hs string if e.IsHeadshot { hs = " (HS)" } var wallBang string if e.PenetratedObjects > 0 { wallBang = " (WB)" } fmt.Printf("%s <%v%s%s> %s\n", e.Killer, e.Weapon, hs, wallBang, e.Victim) }) // Parse to end err = p.ParseToEnd() if err != nil { panic(err) } }
Output:
func NewParser ¶
NewParser creates a new Parser with the default configuration. The demostream io.Reader (e.g. os.File or bytes.Reader) must provide demo data in the '.DEM' format.
See also: NewCustomParser() & DefaultParserConfig
func NewParserWithConfig ¶ added in v0.5.0
func NewParserWithConfig(demostream io.Reader, config ParserConfig) *Parser
NewParserWithConfig returns a new Parser with a custom configuration.
See also: NewParser() & ParserConfig
func (*Parser) Cancel ¶
func (p *Parser) Cancel()
Cancel aborts ParseToEnd(). All information that was already read up to this point may still be used (and new events may still be sent out).
func (*Parser) CurrentFrame ¶
CurrentFrame return the number of the current frame, aka. 'demo-tick' (Since demos often have a different tick-rate than the game). Starts with frame 0, should go up to DemoHeader.PlaybackFrames but might not be the case (usually it's just close to it).
func (*Parser) CurrentTime ¶
CurrentTime returns the time elapsed since the start of the demo
func (*Parser) GameState ¶ added in v0.4.0
func (p *Parser) GameState() IGameState
GameState returns the current game-state. It contains most of the relevant information about the game such as players, teams, scores, grenades etc.
func (*Parser) Header ¶ added in v0.2.0
func (p *Parser) Header() common.DemoHeader
Header returns the DemoHeader which contains the demo's metadata. Only possible after ParserHeader() has been called.
func (*Parser) ParseHeader ¶
func (p *Parser) ParseHeader() (common.DemoHeader, error)
ParseHeader attempts to parse the header of the demo and returns it. If not done manually this will be called by Parser.ParseNextFrame() or Parser.ParseToEnd().
Returns ErrInvalidFileType if the filestamp (first 8 bytes) doesn't match HL2DEMO.
func (*Parser) ParseNextFrame ¶
ParseNextFrame attempts to parse the next frame / demo-tick (not ingame tick).
Returns true unless the demo command 'stop' or an error was encountered.
May return ErrUnexpectedEndOfDemo for incomplete / corrupt demos. May panic if the demo is corrupt in some way.
See also: ParseToEnd() for parsing the complete demo in one go (faster).
func (*Parser) ParseToEnd ¶
ParseToEnd attempts to parse the demo until the end. Aborts and returns ErrCancelled if Cancel() is called before the end.
See also: ParseNextFrame() for other possible errors.
func (*Parser) Progress ¶
Progress returns the parsing progress from 0 to 1. Where 0 means nothing has been parsed yet and 1 means the demo has been parsed to the end.
Might not be 100% correct since it's just based on the reported tick count of the header. May always return 0 if the demo header is corrupt.
func (*Parser) RegisterEventHandler ¶
func (p *Parser) RegisterEventHandler(handler interface{}) dp.HandlerIdentifier
RegisterEventHandler registers a handler for game events.
The handler must be of type func(<EventType>) where EventType is the kind of event to be handled. To catch all events func(interface{}) can be used.
Example:
parser.RegisterEventHandler(func(e events.WeaponFired) { fmt.Printf("%s fired his %s\n", e.Shooter.Name, e.Weapon.Weapon) })
Parameter handler has to be of type interface{} because lolnogenerics.
Returns a identifier with which the handler can be removed via UnregisterEventHandler().
func (*Parser) RegisterNetMessageHandler ¶ added in v0.5.0
func (p *Parser) RegisterNetMessageHandler(handler interface{}) dp.HandlerIdentifier
RegisterNetMessageHandler registers a handler for net-messages.
The handler must be of type func(*<MessageType>) where MessageType is the kind of net-message to be handled.
Returns a identifier with which the handler can be removed via UnregisterNetMessageHandler().
See also: RegisterEventHandler()
func (*Parser) ServerClasses ¶ added in v1.0.0
func (p *Parser) ServerClasses() st.ServerClasses
ServerClasses returns the server-classes of this demo. These are available after events.DataTablesParsed has been fired.
func (*Parser) TickRate ¶ added in v1.8.0
TickRate returns the tick-rate the server ran on during the game.
func (*Parser) UnregisterEventHandler ¶ added in v0.4.0
func (p *Parser) UnregisterEventHandler(identifier dp.HandlerIdentifier)
UnregisterEventHandler removes a game event handler via identifier.
The identifier is returned at registration by RegisterEventHandler().
func (*Parser) UnregisterNetMessageHandler ¶ added in v0.5.0
func (p *Parser) UnregisterNetMessageHandler(identifier dp.HandlerIdentifier)
UnregisterNetMessageHandler removes a net-message handler via identifier.
The identifier is returned at registration by RegisterNetMessageHandler().
type ParserConfig ¶ added in v0.5.0
type ParserConfig struct { // MsgQueueBufferSize defines the size of the internal net-message queue. // For large demos, fast i/o and slow CPUs higher numbers are suggested and vice versa. // The buffer size can easily be in the hundred-thousands to low millions for the best performance. // A negative value will make the Parser automatically decide the buffer size during ParseHeader() // based on the number of ticks in the demo (nubmer of ticks = buffer size); // this is the default behavior for DefaultParserConfig. // Zero enforces sequential parsing. MsgQueueBufferSize int // AdditionalNetMessageCreators maps net-message-IDs to creators (instantiators). // The creators should return a new instance of the correct protobuf-message type (from the msg package). // Interesting net-message-IDs can easily be discovered with the build-tag 'debugdemoinfocs'; when looking for 'UnhandledMessage'. // Check out parsing.go to see which net-messages are already being parsed by default. // This is a beta feature and may be changed or replaced without notice. AdditionalNetMessageCreators map[int]NetMessageCreator }
ParserConfig contains the configuration for creating a new Parser.
type Participants ¶ added in v1.0.0
type Participants struct {
// contains filtered or unexported fields
}
Participants provides helper functions on top of the currently connected players. E.g. ByUserID(), ByEntityID(), TeamMembers(), etc.
See GameState.Participants()
func (Participants) All ¶ added in v1.0.0
func (ptcp Participants) All() []*common.Player
All returns all currently known players & spectators, including disconnected ones, of the demo. The returned slice is a snapshot and is not updated on changes.
func (Participants) AllByUserID ¶ added in v1.7.0
func (ptcp Participants) AllByUserID() map[int]*common.Player
AllByUserID returns all currently known players & spectators, including disconnected ones, in a map where the key is the user-ID. The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). Includes spectators.
func (Participants) ByEntityID ¶ added in v1.0.0
func (ptcp Participants) ByEntityID() map[int]*common.Player
ByEntityID returns all currently connected players in a map where the key is the entity-ID. The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). Includes spectators.
func (Participants) ByUserID ¶ added in v1.0.0
func (ptcp Participants) ByUserID() map[int]*common.Player
ByUserID returns all currently connected players in a map where the key is the user-ID. The returned map is a snapshot and is not updated on changes (not a reference to the actual, underlying map). Includes spectators.
func (Participants) Connected ¶ added in v1.1.0
func (ptcp Participants) Connected() []*common.Player
Connected returns all currently connected players & spectators. The returned slice is a snapshot and is not updated on changes.
func (Participants) FindByHandle ¶ added in v1.0.0
func (ptcp Participants) FindByHandle(handle int) *common.Player
FindByHandle attempts to find a player by his entity-handle. The entity-handle is often used in entity-properties when referencing other entities such as a weapon's owner.
Returns nil if not found or if handle == invalidEntityHandle (used when referencing no entity).
func (Participants) Playing ¶ added in v1.0.0
func (ptcp Participants) Playing() []*common.Player
Playing returns all players that aren't spectating or unassigned. The returned slice is a snapshot and is not updated on changes.
func (Participants) SpottedBy ¶ added in v1.2.0
func (ptcp Participants) SpottedBy(spotter *common.Player) (spotted []*common.Player)
SpottedBy returns a list of all players that the passed player has spotted.
func (Participants) SpottersOf ¶ added in v1.2.0
func (ptcp Participants) SpottersOf(spotted *common.Player) (spotters []*common.Player)
SpottersOf returns a list of all players who have spotted the passed player.
func (Participants) TeamMembers ¶ added in v1.0.0
func (ptcp Participants) TeamMembers(team common.Team) []*common.Player
TeamMembers returns all players belonging to the requested team at this time. The returned slice is a snapshot and is not updated on changes.
Source Files ¶
Directories ¶
Path | Synopsis |
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Package bitread provides a wrapper for github.com/markus-wa/gobitread with CS:GO demo parsing specific helpers.
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Package bitread provides a wrapper for github.com/markus-wa/gobitread with CS:GO demo parsing specific helpers. |
Package common contains common types, constants and functions used over different demoinfocs packages.
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Package common contains common types, constants and functions used over different demoinfocs packages. |
Package events contains all events that can be sent out from demoinfocs.Parser.
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Package events contains all events that can be sent out from demoinfocs.Parser. |
Package fake provides basic mocks for IParser, IGameState and IParticipants.
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Package fake provides basic mocks for IParser, IGameState and IParticipants. |
Package metadata provides metadata and utility functions, like translations from ingame coordinates to radar image pixels.
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Package metadata provides metadata and utility functions, like translations from ingame coordinates to radar image pixels. |
Package msg contains the generated protobuf demo message code.
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Package msg contains the generated protobuf demo message code. |
Package sendtables contains sendtable specific magic and should really be better documented (TODO).
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Package sendtables contains sendtable specific magic and should really be better documented (TODO). |
fake
Package fake provides basic mocks for IEntity and IProperty.
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Package fake provides basic mocks for IEntity and IProperty. |