WIP: This entire document is very new. Please submit corrections!
Relatively fast, complete Dota 2 "demo" (aka "replay") parser written in cython. Cython is a Python-like language which is processed into C and then compiled for execution speed.
On a fast CPU, smoke parses replays at least 67x game time. So if a game lasted 57 minutes, expect a full replay parse to take 51 seconds or less.
If speed is of paramount concern for your use case, or if you prefer Java, check out clarity. It is comically fast--cython can't compete.
smoke is authored using python 2.7.x*.
If you use a Unix-like operating system (Linux or Mac OS X), installating smoke should be pretty painless. Windows hackers, halp! If you figure out how to get it running on Windows, let us know. It should be possible.
First, you need a C compiler. OS X users will need to install the Xcode
"Command Line Tools" from
Apple and a package
manager like Homebrew or MacPorts. Ubuntu users may want to install the
build-essential
package for a quick, standard compiler:
sudo apt-get install build-essential
You will need the snappy
development libraries. Mac OS X users can get this
easily with Homebrew or MacPorts. With Homebrew, for example:
brew install snappy
brew install protobuf
In Ubuntu, you might install dependencies thusly:
sudo apt-get install libsnappy-dev libsnappy libprotobuf-dev libprotobuf
Next, you must install palm 0.1.9 from source--it's not in PyPI, so you can't get it with pip:
$ git clone https://github.com/bumptech/palm.git && cd palm
$ python setup.py install
Finally, install smoke by cloning it:
$ git clone https://github.com/skadistats/smoke.git && cd smoke
$ python setup.py install
That's it! You're good to go.
* Python 3 support might be possible, if our protobuf library is compatible. Figuring this out is not a priority for us, but feel free to conduct your own investigation. Happy to accept pull requests for Python 3 support.
smoke parses only the data you're interested in from a replay. Choose from:
- entities: in-game things like heroes, players, and creeps
- modifiers: auras and effects on in-game entities✝
- "temp" entities: fire-and-forget things the game server tells the client about*
- user messages: many different things, including spectator clicks, global chat messages, overhead events (like last-hit gold, and much more), etc.*✝
- game events: lower-level messages like Dota TV control (directed camera commands, for example), combat log messages, etc.*
- voice data: the protobuf-formatted binary data blobs that are somehow strung into voice--only really relevant to commentated pro matches*✝
- sounds: sounds that occur in the game*✝
- overview: end-of-game summary, including players, game winner, match id, duration, and often picks/bans
* transient: new dataset (i.e. list, dict) for each tick of the parse
✝ unprocessed: data is provided as original protobuf message object
By default, smoke parses everything. This is the slowest parsing option. Here is a simple example which parses a demo, doing nothing:
# entity_counter.py
import io
from smoke.io.wrap import demo as io_wrp_dm
from smoke.replay import demo as rply_dm
with io.open('37633163.dem', 'rb') as infile:
# wrap a file IO as a "demo"
demo_io = io_wrp_dm.mk(infile)
# read the header that occurs at demo start
demo_io.bootstrap()
# create a demo with our IO object
demo = rply_dm.mk(demo_io)
# read essential pre-match data from the demo
demo.bootstrap()
# this is the core loop for iterating over a game
for match in demo.play():
# this is where you will do things! see smoke.replay.match
count = len(match.entities)
# parses game overview found at the end of the demo file
demo.finish()
When run with time python entity_counter.py
, we get:
real 0m51.005s
user 0m50.730s
sys 0m0.255s
Perhaps you want to be more selective about parsing. We do this by bitmask. Here's code similar to the above, but more restrictive about what it parses. Consequently, it'll be tons faster:
# with_less_data.py
import io
from smoke.io.wrap import demo as io_wrp_dm
from smoke.replay import demo as rply_dm
from smoke.replay.demo import Game
with io.open('37633163.dem', 'rb') as infile:
demo_io = io_wrp_dm.mk(infile)
demo_io.bootstrap()
# it's a bitmask -- see smoke.replay.demo for all options
parse = Game.All ^ (Game.UserMessages | Game.GameEvents | Game.VoiceData | Game.TempEntities)
demo = rply_dm.mk(demo_io, parse=parse)
demo.bootstrap()
for match in demo.play():
count = len(match.entities)
# parses game overview found at the end of the demo file
demo.finish()
When run with time python with_less_data.py
:
real 0m38.589s
user 0m38.344s
sys 0m0.220s
Finally, if we just want an overview of the game:
# overview_only.py
import io
from smoke.io.wrap import demo as io_wrp_dm
from smoke.replay import demo as rply_dm
from smoke.replay.demo import Game
with io.open('37633163.dem', 'rb') as infile:
demo_io = io_wrp_dm.mk(infile)
overview_offset = demo_io.bootstrap() # returns offset to overview
# we can seek on the raw underlying IO instead of parsing everything
infile.seek(overview_offset)
demo = rply_dm.mk(demo_io, parse=Game.Overview)
demo.finish()
print demo.match.overview
When run with `time python overview_only.py':
real 0m0.147s
user 0m0.113s
sys 0m0.025s
If you only need UserMessages
or GameEvents
(for example), you end up
with 5 second parses. So parse as little as you can!
Take a look at smoke.replay.match
to see which properties you can access
while play
ing a demo.
See LICENSE in the project root. The license for this project is a modified MIT with an additional clause requiring specifically worded hyperlink attribution in web properties using smoke.