//! `evtclib` is a crate aiming to provide utility functions to parse and work //! with `.evtc` reports generated by arcdps. //! //! # Workflow //! //! ```no_run //! # use std::fs::File; //! // Open some file for processing //! let mut file = File::open("my_log.evtc").unwrap(); //! // Parse the raw content of the file //! let raw_log = evtclib::raw::parse_file(&mut file).unwrap(); //! // Process the file to do the nitty-gritty low-level stuff done //! let log = evtclib::process(&raw_log).unwrap(); //! // Do work on the log //! ``` //! //! (Look at the note on "Buffering" in the [parser //! module](raw/parser/index.html#buffering)) use std::marker::PhantomData; use getset::{CopyGetters, Getters}; use num_traits::FromPrimitive; use thiserror::Error; pub mod raw; mod event; pub use event::{Event, EventKind}; pub mod gamedata; pub use gamedata::{Boss, EliteSpec, Profession}; #[derive(Error, Debug)] pub enum EvtcError { #[error("invalid data has been provided")] InvalidData, #[error("invalid profession id: {0}")] InvalidProfession(u32), #[error("invalid elite specialization id: {0}")] InvalidEliteSpec(u32), #[error("utf8 decoding error: {0}")] Utf8Error(#[from] std::str::Utf8Error), } /// Player-specific agent data. /// /// Player agents are characters controlled by a player and as such, they contain data about the /// account and character used (name, profession), as well as the squad composition. /// /// Note that a `Player` is only the player character itself. Any additional entities that are /// spawned by the player (clones, illusions, banners, ...) are either a [`Character`][Character] /// or a [`Gadget`][Gadget]. #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Player { /// The player's profession. #[get_copy = "pub"] profession: Profession, /// The player's elite specialization, if any is equipped. #[get_copy = "pub"] elite: Option, character_name: String, account_name: String, /// The subgroup the player was in. #[get_copy = "pub"] subgroup: u8, } impl Player { /// The player's character name. pub fn character_name(&self) -> &str { &self.character_name } /// The player's account name. /// /// This includes the leading colon and the 4-digit denominator. pub fn account_name(&self) -> &str { &self.account_name } } /// Gadget-specific agent data. /// /// Gadgets are entities that are spawned by certain skills. They are mostly inanimate objects that /// only exist to achieve a certain skill effect. /// /// Examples of this include the [banners](https://wiki.guildwars2.com/wiki/Banner) spawned by /// Warriors, but also skill effects like the roots created by /// [Entangle](https://wiki.guildwars2.com/wiki/Entangle) or the other objects in the arena. #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Gadget { #[get_copy = "pub"] id: u16, name: String, } impl Gadget { pub fn name(&self) -> &str { &self.name } } /// Character-specific agent data. /// /// Characters are NPCs such as the bosses themselves, additional mobs that they spawn, but also /// friendly characters like Mesmer's clones and illusions, Necromancer minions, and so on. #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Character { #[get_copy = "pub"] id: u16, name: String, } impl Character { pub fn name(&self) -> &str { &self.name } } /// The type of an agent. #[derive(Debug, Clone, Hash, PartialEq, Eq)] pub enum AgentKind { Player(Player), Gadget(Gadget), Character(Character), } impl AgentKind { fn from_raw_character(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_character()); let name = raw::cstr_up_to_nul(&raw_agent.name).ok_or(EvtcError::InvalidData)?; Ok(Character { id: raw_agent.prof as u16, name: name.to_str()?.to_owned(), }) } fn from_raw_gadget(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_gadget()); let name = raw::cstr_up_to_nul(&raw_agent.name).ok_or(EvtcError::InvalidData)?; Ok(Gadget { id: raw_agent.prof as u16, name: name.to_str()?.to_owned(), }) } fn from_raw_player(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_player()); let character_name = raw::cstr_up_to_nul(&raw_agent.name) .ok_or(EvtcError::InvalidData)? .to_str()?; let account_name = raw::cstr_up_to_nul(&raw_agent.name[character_name.len() + 1..]) .ok_or(EvtcError::InvalidData)? .to_str()?; let subgroup = raw_agent.name[character_name.len() + account_name.len() + 2] - b'0'; let elite = if raw_agent.is_elite == 0 { None } else { Some( EliteSpec::from_u32(raw_agent.is_elite) .ok_or(EvtcError::InvalidEliteSpec(raw_agent.is_elite))?, ) }; Ok(Player { profession: Profession::from_u32(raw_agent.prof) .ok_or(EvtcError::InvalidProfession(raw_agent.prof))?, elite, character_name: character_name.to_owned(), account_name: account_name.to_owned(), subgroup, }) } /// Extract the correct `AgentKind` from the given [raw agent][raw::Agent]. /// /// This automatically discerns between player, gadget and characters. /// /// Note that in most cases, you probably want to use [`Agent::from_raw`][Agent::from_raw] or /// even [`process`][process] instead of this function. pub fn from_raw(raw_agent: &raw::Agent) -> Result { if raw_agent.is_character() { Ok(AgentKind::Character(AgentKind::from_raw_character( raw_agent, )?)) } else if raw_agent.is_gadget() { Ok(AgentKind::Gadget(AgentKind::from_raw_gadget(raw_agent)?)) } else if raw_agent.is_player() { Ok(AgentKind::Player(AgentKind::from_raw_player(raw_agent)?)) } else { Err(EvtcError::InvalidData) } } /// Accesses the inner [`Player`][Player] struct, if available. pub fn as_player(&self) -> Option<&Player> { if let AgentKind::Player(ref player) = *self { Some(player) } else { None } } /// Determines whether this `AgentKind` contains a player. pub fn is_player(&self) -> bool { self.as_player().is_some() } /// Accesses the inner [`Gadget`][Gadget] struct, if available. pub fn as_gadget(&self) -> Option<&Gadget> { if let AgentKind::Gadget(ref gadget) = *self { Some(gadget) } else { None } } /// Determines whether this `AgentKind` contains a gadget. pub fn is_gadget(&self) -> bool { self.as_gadget().is_some() } /// Accesses the inner [`Character`][Character] struct, if available. pub fn as_character(&self) -> Option<&Character> { if let AgentKind::Character(ref character) = *self { Some(character) } else { None } } /// Determines whether this `AgentKind` contains a character. pub fn is_character(&self) -> bool { self.as_character().is_some() } } /// An agent. /// /// Agents in arcdps are very versatile, as a lot of things end up being an "agent". This includes: /// * Players /// * Bosses /// * Any additional mobs that spawn /// * Mesmer illusions /// * Ranger spirits, pets /// * Guardian spirit weapons /// * ... /// /// Generally, you can divide them into three kinds ([`AgentKind`][AgentKind]): /// * [`Player`][Player]: All players themselves. /// * [`Character`][Character]: Non-player mobs, including most bosses, "adds" and player-generated /// characters. /// * [`Gadget`][Gadget]: Some additional gadgets, such as ley rifts, continuum split, ... /// /// All of these agents share some common fields, which are the ones accessible in `Agent`. /// The kind can be retrieved using [`.kind()`][Agent::kind], which can be matched on. /// /// # The `Kind` parameter /// /// The type parameter is not actually used and only exists at the type level. It can be used to /// tag `Agent`s containing a known kind. For example, `Agent` implements /// [`.player()`][Agent::player], which returns a `&Player` directly (instead of a /// `Option<&Player>`). This works because such tagged `Agent`s can only be constructed (safely) /// using [`.as_player()`][Agent::as_player], [`.as_gadget()`][Agent::as_gadget] or /// [`.as_character()`][Agent::as_character]. This is useful since functions like /// [`Log::players`][Log::players], which already filter only players, don't require the consumer /// to do another check/pattern match for the right agent kind. /// /// The unit type `()` is used to tag `Agent`s which contain an undetermined type, and it is the /// default if you write `Agent` without any parameters. /// /// The downside is that methods which work on `Agent`s theoretically should be generic over /// `Kind`. An escape hatch is the method [`.erase()`][Agent::erase], which erases the kind /// information and produces the default `Agent<()>`. Functions/methods that only take `Agent<()>` /// can therefore be used by any other agent as well. #[derive(Debug, Clone, Hash, PartialEq, Eq, Getters, CopyGetters)] // For the reasoning of #[repr(C)] see Agent::transmute. #[repr(C)] pub struct Agent { /// The address of this agent. /// /// This is not actually the address of the in-memory Rust object, but rather a serialization /// detail of arcdps. You should consider this as an opaque number and only compare it to other /// agent addresses. #[get_copy = "pub"] addr: u64, /// The kind of this agent. #[get = "pub"] kind: AgentKind, /// The toughness of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// toughness relative to the other people in the squad. /// /// 0 means lowest toughness, 10 means highest toughness. #[get_copy = "pub"] toughness: i16, /// The concentration of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// concentration relative to the other people in the squad. /// /// 0 means lowest concentration, 10 means highest concentration. #[get_copy = "pub"] concentration: i16, /// The healing power of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// healing power relative to the other people in the squad. /// /// 0 means lowest healing power, 10 means highest healing power. #[get_copy = "pub"] healing: i16, /// The condition damage of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// condition damage relative to the other people in the squad. /// /// 0 means lowest condition damage, 10 means highest condition damage. #[get_copy = "pub"] condition: i16, /// The instance ID of this agent. #[get_copy = "pub"] instance_id: u16, /// The timestamp of the first event entry with this agent. #[get_copy = "pub"] first_aware: u64, /// The timestamp of the last event entry with this agent. #[get_copy = "pub"] last_aware: u64, /// The master agent's address. #[get_copy = "pub"] master_agent: Option, phantom_data: PhantomData, } impl Agent { /// Parse a raw agent. pub fn from_raw(raw_agent: &raw::Agent) -> Result { let kind = AgentKind::from_raw(raw_agent)?; Ok(Agent { addr: raw_agent.addr, kind, toughness: raw_agent.toughness, concentration: raw_agent.concentration, healing: raw_agent.healing, condition: raw_agent.condition, instance_id: 0, first_aware: 0, last_aware: u64::max_value(), master_agent: None, phantom_data: PhantomData, }) } } impl Agent { /// Unconditionally change the tagged type. #[inline] fn transmute(&self) -> &Agent { // Beware, unsafe code ahead! // // What are we doing here? // In Agent, T is a marker type that only exists at the type level. There is no actual // value of type T being held, instead, we use PhantomData under the hood. This is so we // can implement special methods on Agent, Agent and Agent, // which allows us in some cases to avoid the "second check" (e.g. Log::players() can // return Agent, as the function already makes sure all returned agents are // players). This makes the interface more ergonomical, as we can prove to the type checker // at compile time that a given Agent has a certain AgentKind. // // Why is this safe? // PhantomData (which is what Agent boils down to) is a zero-sized type, which means // it does not actually change the layout of the struct. There is some discussion in [1], // which suggests that this is true for #[repr(C)] structs (which Agent is). We can // therefore safely transmute from Agent to Agent, for any U and T. // // Can this lead to unsafety? // No, the actual data access is still done through safe rust and a if-let. In the worst // case it can lead to an unexpected panic, but the "guarantee" made by T is rather weak in // that regard. // // What are the alternatives? // None, as far as I'm aware. Going from Agent to Agent is possible in safe Rust by // destructuring the struct, or alternatively by [2] (if it would be implemented). However, // when dealing with references, there seems to be no way to safely go from Agent to // Agent, even if they share the same layout. // // [1]: https://www.reddit.com/r/rust/comments/avrbvc/is_it_safe_to_transmute_foox_to_fooy_if_the/ // [2]: https://github.com/rust-lang/rfcs/pull/2528 unsafe { &*(self as *const Agent as *const Agent) } } /// Erase any extra information about the contained agent kind. #[inline] pub fn erase(&self) -> &Agent { self.transmute() } /// Try to convert this `Agent` to an `Agent` representing a `Player`. #[inline] pub fn as_player(&self) -> Option<&Agent> { if self.kind.is_player() { Some(self.transmute()) } else { None } } /// Try to convert this `Agent` to an `Agent` representing a `Gadget`. #[inline] pub fn as_gadget(&self) -> Option<&Agent> { if self.kind.is_gadget() { Some(self.transmute()) } else { None } } /// Try to convert this `Agent` to an `Agent` representing a `Character`. #[inline] pub fn as_character(&self) -> Option<&Agent> { if self.kind.is_character() { Some(self.transmute()) } else { None } } } impl Agent { /// Directly access the underlying player data. #[inline] pub fn player(&self) -> &Player { self.kind.as_player().expect("Agent had no player!") } /// Shorthand to get the player's account name. #[inline] pub fn account_name(&self) -> &str { self.player().account_name() } /// Shorthand to get the player's character name. #[inline] pub fn character_name(&self) -> &str { self.player().character_name() } /// Shorthand to get the player's elite specialization. #[inline] pub fn elite(&self) -> Option { self.player().elite() } /// Shorthand to get the player's profession. #[inline] pub fn profession(&self) -> Profession { self.player().profession() } /// Shorthand to get the player's subgroup. #[inline] pub fn subgroup(&self) -> u8 { self.player().subgroup() } } impl Agent { /// Directly access the underlying gadget data. #[inline] pub fn gadget(&self) -> &Gadget { self.kind.as_gadget().expect("Agent had no gadget!") } /// Shorthand to get the gadget's id. #[inline] pub fn id(&self) -> u16 { self.gadget().id() } /// Shorthand to get the gadget's name. #[inline] pub fn name(&self) -> &str { self.gadget().name() } } impl Agent { /// Directly access the underlying character data. #[inline] pub fn character(&self) -> &Character { self.kind .as_character() .expect("Agent had no character!") } /// Shorthand to get the character's id. #[inline] pub fn id(&self) -> u16 { self.character().id() } /// Shorthand to get the character's name. #[inline] pub fn name(&self) -> &str { self.character().name() } } /// A fully processed log file. #[derive(Debug, Clone)] pub struct Log { agents: Vec, events: Vec, boss_id: u16, } impl Log { /// Return all agents present in this log. #[inline] pub fn agents(&self) -> &[Agent] { &self.agents } /// Return an agent based on its address. pub fn agent_by_addr(&self, addr: u64) -> Option<&Agent> { self.agents.iter().find(|a| a.addr == addr) } /// Return an agent based on the instance ID. pub fn agent_by_instance_id(&self, instance_id: u16) -> Option<&Agent> { self.agents.iter().find(|a| a.instance_id == instance_id) } /// Return the master agent of the given agent. /// /// * `addr` - The address of the agent which to get the master for. pub fn master_agent(&self, addr: u64) -> Option<&Agent> { self.agent_by_addr(addr) .and_then(|a| a.master_agent) .and_then(|a| self.agent_by_addr(a)) } /// Return an iterator over all agents that represent player characters. pub fn players(&self) -> impl Iterator> { self.agents.iter().filter_map(|a| a.as_player()) } /// Return an iterator over all agents that are NPCs. pub fn npcs(&self) -> impl Iterator> { self.agents.iter().filter_map(|a| a.as_character()) } /// Return the boss agent. /// /// Be careful with encounters that have multiple boss agents, such as Trio /// and Xera. pub fn boss(&self) -> &Agent { self.npcs() .find(|c| c.character().id == self.boss_id) .map(Agent::erase) .expect("Boss has no agent!") } /// Return all boss agents. /// /// This correctly returns multiple agents on encounters where multiple /// agents are needed. pub fn boss_agents(&self) -> Vec<&Agent> { let boss_ids = if self.boss_id == Boss::Xera as u16 { vec![self.boss_id, gamedata::XERA_PHASE2_ID] } else { vec![self.boss_id] }; self.npcs() .filter(|c| boss_ids.contains(&c.character().id)) .map(Agent::erase) .collect() } /// Check whether the given address is a boss agent. pub fn is_boss(&self, addr: u64) -> bool { self.boss_agents().into_iter().any(|a| a.addr() == addr) } /// Returns the encounter id. #[inline] pub fn encounter_id(&self) -> u16 { self.boss_id } /// Returns the encounter, if present. /// /// Some logs don't have an encounter set or have an ID that is unknown to us (for example, if /// people set up arcdps with custom IDs). Therefore, this method can only return the encounter /// if we know about it in [`Boss`][Boss]. #[inline] pub fn encounter(&self) -> Option { Boss::from_u16(self.boss_id) } /// Return all events present in this log. #[inline] pub fn events(&self) -> &[Event] { &self.events } } pub fn process(data: &raw::Evtc) -> Result { // Prepare "augmented" agents let mut agents = setup_agents(data)?; // Do the first aware/last aware field set_agent_awares(data, &mut agents)?; // Set the master addr field set_agent_masters(data, &mut agents)?; let events = data.events.iter().filter_map(Event::from_raw).collect(); Ok(Log { agents, events, boss_id: data.header.combat_id, }) } fn setup_agents(data: &raw::Evtc) -> Result, EvtcError> { let mut agents = Vec::with_capacity(data.agents.len()); for raw_agent in &data.agents { agents.push(Agent::from_raw(raw_agent)?); } Ok(agents) } fn get_agent_by_addr(agents: &mut [Agent], addr: u64) -> Option<&mut Agent> { for agent in agents { if agent.addr == addr { return Some(agent); } } None } fn set_agent_awares(data: &raw::Evtc, agents: &mut [Agent]) -> Result<(), EvtcError> { for event in &data.events { if event.is_statechange == raw::CbtStateChange::None { if let Some(current_agent) = get_agent_by_addr(agents, event.src_agent) { current_agent.instance_id = event.src_instid; if current_agent.first_aware == 0 { current_agent.first_aware = event.time; } current_agent.last_aware = event.time; } } } Ok(()) } fn set_agent_masters(data: &raw::Evtc, agents: &mut [Agent]) -> Result<(), EvtcError> { for event in &data.events { if event.src_master_instid != 0 { let mut master_addr = None; for agent in &*agents { if agent.instance_id == event.src_master_instid && agent.first_aware < event.time && event.time < agent.last_aware { master_addr = Some(agent.addr); break; } } if let Some(master_addr) = master_addr { if let Some(current_slave) = get_agent_by_addr(agents, event.src_agent) { current_slave.master_agent = Some(master_addr); } } } } Ok(()) }