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 Post subject: Re: RankCheck - Automatic leaderboard lookup tool [v1.3]
 Post Posted: Sun Oct 29, 2017 12:55 am 
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Joined: Sat Apr 12, 2014 5:41 am
Posts: 266
Marukyu wrote:
[...]

However, even if you were able to launch RankCheck, Ronimo has made some changes to Awesomenauts that prevent the program from working. I've attempted contacting developers at Ronimo about this, requesting a log entry to be added to the game, containing the SteamID and team of each player when the match begins (which would allow RankCheck to work again without providing an unfair advantage to players who use it), but have not received any further response.

To my knowledge, no such entry is present in Awesomenauts' "ApplicationNetwork" or "ApplicationOther" log files as of version 4.4.2, but I'll release an update for RankCheck if such an entry does indeed get added, including the aforementioned libstdc++ dependency fix for Linux.


Sorry if this has been covered, as i did not look through the thread, but have you looked at using replays? If 'store replays locally' is selected, a file (Replays.info) is created on spawn which contains--among other info--the steam id and team of players. I just took a quick glance tho as usually i have them disabled.

I assume if you were using log files previously, then pulling info from another local resource is also possible?


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 Post subject: Re: RankCheck - Automatic leaderboard lookup tool [v1.3]
 Post Posted: Sun Oct 29, 2017 11:15 am 
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Joined: Sun Jul 14, 2013 11:33 am
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Stored per-replay Replays.info files do indeed contain the necessary information and I've experimented with using them before, but unfortunately, information on networked players is not written to the file until a later point in time (typically when you exit the game or open the "Watch" menu, though leaving and rejoining the match seems to work as well). For the duration of the match, only the local player is present within the file.

I asked Joost if it would be possible to write the per-replay Replays.info to the disk when a player joins (assuming a race condition related to network connections on match startup is the cause for the missing information), and he responded that doing so would introduce performance issues.

The global Replays.info file in the root Replays folder is only updated when opening the "Watch" menu in-game, and takes several seconds to rebuild.

An alternative method would be parsing the blockData/continuousData files and checking if they contain SteamIDs, but as the format is an undocumented packed bitstream, and may very well not contain any SteamID info at all, this also seems rather infeasible.


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