hslog is a powerful Hearthstone Power.log deserializer.
The data read from Power.log is deserialized into packets.
The log is read line by line using a regex-based approach, with packets
accumulating data when they span over multiple lines.
The BLOCK_START
and BLOCK_END
packets are serialized into a Block packet,
which is nestable.
We call the totality of the packets for a game the "Packet Tree".
The PacketTree
object makes it easy to recursively iterate over, which in
turn makes it very easy to export into various other formats. The .export()
method on PacketTree
will natively export the entire tree to a Game
entity,
using the hearthstone.entities
module by default.
This is achieved through a very flexible class-based Exporter system, which can
be found in hslog.export
.
The syntax to call an exporter directly is: MyExporter(packet_tree).export()
.
The base logic for the Exporter is in the BaseExporter
class.
Calling export()
will iterate over each packet and call export_packet(packet)
on them. That method will look at the packet's type, get the matching method in
the self.dispatch
dict (populated by get_dispatch_dict()
) and call it on it.
This is the default dispatch lookup:
CreateGame
->handle_create_game()
CreateGame.Player
:handle_player()
Block
:handle_block
FullEntity
:handle_full_entity
HideEntity
:handle_hide_entity
ShowEntity
:handle_show_entity
ChangeEntity
:handle_change_entity
TagChange
:handle_tag_change
MetaData
:handle_metadata
Choices
:handle_choices
SendChoices
:handle_send_choices
ChosenEntities
:handle_chosen_entities
Options
:handle_options
Option
:handle_option
SendOption
:handle_send_option
ResetGame
:handle_reset_game
SubSpell
:handle_sub_spell
All of the methods in the dispatch dict should be implemented.
The default exporter used by PacketTree
is the EntityTreeExporter
. It
creates an "Entity Tree" by simulating each packet in its handler. Choices,
Options and MetaData packets are ignored.
The entity tree is a hearthstone.entities.Game
object. It contains a list of
entities in the entities
attribute, which themselves have tags in their tags
attribute.
The export fully simulates every available packet. The game state at the end of the export is therefore the state of the game at the end of the parsed log file.
Conceptually, a game does not have a friendly player. We can think of a game as the server-side object, which is sent to two separate players. However, a Power.log file does have a friendly player: The bottom player, whose cards are revealed.
The FriendlyPlayerExporter
class allows exporting the friendly player. The
exporter works by looking through the initial tag changes and full entity
packets, attempting to figure out which "side" is getting cards revealed that
could only happen if the player is friendly.
This behaviour is undefined when the log contains a "double-spectate" (both sides of the games spectated at the same time).
This project is licensed under the MIT license. The full license text is available in the LICENSE file.
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