Age | Commit message (Collapse) | Author |
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The way the trackers worked was rather... "adventurous", and while there
were some good ideas and it mostly worked, the implementation and
interface could do better.
Additionally, it was incomplete, for example there were a lot of
mechanics just missing.
While I'm not against having this functionality provided by evtclib, I
think it would be more worthwile with a better designed implementation &
API, so this "proof of concept" implementation is gone until there is a
better way of doing things.
gamedata is being kept, as the boss identifiers are useful and
applications shouldn't have to deal with keeping this low-level list
themselves.
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This comes with several changes:
First, the revision header field is now properly parsed and saved,
instead of just being hardcoded to zero. This is the first step in
allowing newer log files to be parsed. To accommodate this, the Header
struct has been extended with the "revision: u8" field.
To be able to parse both formats, the CbtEvent struct has been changed.
It is now the unification of both the new struct and the old struct, as
the changes are pretty minor and mostly concern the parsing itself. The
data types have been adjusted, and two fields have been added. Moving
fields around does not concern CbtEvent at all. If the struct diverges
more from this in the future, some splitting might be introduced, but
for now, the change is pretty transparent to other code.
During this process, the structs have lost their [repr(C]) property. It
was never used, as the structs were not directly involved in C FFI. It
has been a relic of the past from earlier iterations.
Finally, the parsing function has been changed from parse_event to
parse_event_rev0, with the addition of a parse_event_rev1. parse_events
now takes the event parsing function as an additional parameter, and
parse_file correctly choses the implementation based on the revision
number.
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If we throw away all empty queues before we register that they are
empty, we end up never removing some boons, getting crazy uptimes.
The current state is still not perfect, but it's much closer to what we
expect.
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This prevents calling BoonQueue::simulate a lot of times. Still needs
more profiling to make it even faster.
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This is already pretty good to calculate the overall boon uptime/average
stacks.
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