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Active: 1671 users

s2gs file -- a fun little mystery for us - Page 2

Forum Index > SC2 General
Post a Reply
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eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 22 2012 03:03 GMT
#21
On April 22 2012 12:00 zylog wrote:
This is awesome. I wonder if this can somehow be integrated into sc2gears to add additional information for replay analyses.


That would be really sick! Awesome work OP
Marti
Profile Joined August 2011
552 Posts
April 22 2012 03:21 GMT
#22
Now you got me curious, but i'm still not sure about the actual use of the information.
#adun giveafuck - - - "Did this guy just randomly finger me?" - Sayle
tec27
Profile Blog Joined June 2004
United States3702 Posts
April 22 2012 03:28 GMT
#23
On April 22 2012 09:23 RobiTL wrote:
Ok I'm 100% sure there is all the data that we want :D

Values as stored as the double !

0x28 => 40 => 20
0x50 => 80 => 40
0xF001 => 240+0 =>120
0x9802 => 152+1*128 => 280
0xc002 => 192+1*128 => 320
0x9003 => 144+2*128 => 400
0xe003 => 224+2*128 => 480
General rule : YY1 YY2 gives (YY1 + (YY2 - 1) * 128) / 2



Graph data is like this :
02 04 00 04 09 [XX] 05 06 00 09 [YY1 YY2 YY3 ...]
XX is X coordinates 00,02,04, ...,3C
YY is Y coordinate as stated above.

average unspent resource is preceded by 05040009ce0f02090802001e00
Ressource collection rate is preceded by 05040009ce0f02090a02001e00

05040009ce0f02090a02001e00 ==> ressource collection rate
0205060009 f018 02040004099a1300 => player 1's = f018
0205060009 ba1e 02040004099a1300 => player2's = ba1e
0000 3's
0000 4's
0000 5's
0000 6's
0000 7's
0000 8's
0000 9's
0000 10's
0000 11's
0000 12's
0000 13's
0000 14's
00 end

The format of the data looks like the serialized data format used elsewhere in replay files. See https://github.com/GraylinKim/sc2reader/wiki/Serialized-Data

0x05 is a Key-Value object, so average unspent resources is a Key-Value object with 2 entries. First key (key 0x0) is a variable length integer (0x09). Second key (key 0x02) is also a variable length integer (0x09). sc2reader has a parser for this format written in python, and I also have a parser of my own written in javascript: https://github.com/tec27/comsat/blob/master/lib/parsers/blizzerial.js

Hopefully that helps you see what the prefixes are for and stuff
Can you jam with the console cowboys in cyberspace?
ShadesofGraylin
Profile Joined April 2012
United States32 Posts
April 22 2012 04:31 GMT
#24
Hi, so I added a couple fixes to the code mentioned above. The wiki hasn't been updated but the code is very simple and can be found on the master branch of the repo (here).

The uncompressed data appears to be a list of structures. I had 9 in the example I was working from, the number may vary based on the number of players, not sure yet. An example python script I am using can be found below:

+ Show Spoiler +

import zlib, sys, pprint
from sc2reader.utils import ReplayBuffer

with open(sys.argv[1],"rb") as s2gs:
raw_data = zlib.decompress(s2gs.read()[16)
buffer = ReplayBuffer(raw_data)
data = [
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct()
]

pprint.PrettyPrinter(indent=2).pprint(data)
Maintainer: sc2reader, http://github.com/GraylinKim/sc2reader
Prillan
Profile Joined August 2011
Sweden350 Posts
April 22 2012 09:56 GMT
#25
Oh! Nice work! Please edit (Wiki)User:Prillan/s2gs so we have it all documented
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
RobiTL
Profile Joined July 2010
France55 Posts
April 22 2012 12:03 GMT
#26
Ok I installed your python thingy, here is what i got :
on 4th structure :
{ 0: 999, 1: 0} resources [{ 0: ressources, 1: 0, 2: game time}]
{ 0: 999, 1: 1} units
{ 0: 999, 1: 2} structures
{ 0: 999, 1: ...} ...
on 5th structure (weird that it is in another structure, especially the razed count)
{ 0: 999, 1: 10} is structure razed count ? { 0: structure razed count, 1: 0, 2: game time}
{ 0: 999, 1: 11} is resource graph [{0:army value, 1:0,2: game time}, ...]
{ 0: 999, 1: 12} is army graph [{0:army value, 1:0,2: game time}, ...]
{ 0: 999, 1: 16777328} is unknown ??

So we also have the graph data now, only need to find the build order information now...
Born to be Zerg
RobiTL
Profile Joined July 2010
France55 Posts
Last Edited: 2012-04-22 13:09:38
April 22 2012 12:29 GMT
#27
On both replays, the AI did :
00:03 drone 7/10
00:22 drone 8/10
00:44 drone 8/10

On the first i did :
00:05 drone 7/10
00:19 drone 8/10
00:30 drone 9/10
00:49 over 9/10
00:57 drone 10/10

On the second i did :
00:02 drone 7/10
00:18 drone 8/10
00:28 drone 9/10
00:39 drone 10/10
00:56 over 10/10

I think the data of the build orders (only changes i could find in all structures) is in the 5th structure after the graphs !

Data of the first replay :

{ 0: { 0: 999, 1: 0x1000084},
1: [ [ { 0: 7, 1: 0x1000A, 2: 0x4900},
{ 0: 8, 1: 0x2000A, 2: 0x12F00},
{ 0: 9, 1: 0x4000A, 2: 0x1DE00},
{ 0: 10, 1: 0x7000A, 2: 0x38C00}],
[{ 0: 7, 1: 0xA, 2: 0x3200},
{ 0: 8, 1: 0x3000A, 2: 0x16700}],
...
{ 0: { 0: 999, 1: 0x1000086},
1: [ [{ 0: 9, 1: 0x6000A, 2: 0x31600}],
[{ 0: 8, 1: 0x5000A, 2: 0x2C400}],


Data of the second replay :

{ 0: { 0: 999, 1: 0x1000084},
1: [ [ { 0: 7, 1: 0xA, 2: 0x1C00},
{ 0: 8, 1: 0x2000A, 2: 0x11C00},
{ 0: 9, 1: 0x4000A, 2: 0x1C400},
{ 0: 10, 1: 0x5000A, 2: 0x27600}],
[{ 0: 7, 1: 0x1000A, 2: 0x3200},
{ 0: 8, 1: 0x3000A, 2: 0x16700}],
...
{ 0: { 0: 999, 1: 0x1000086},
1: [ [{ 0: 10, 1: 0x7000A, 2: 0x37800}],
[{ 0: 8, 1: 0x6000A, 2: 0x2C400}],


Edit : I put values of 1: and 2: in Hexadecimal, its easier to get values like this

I think 0x84 is for drones, 0x86 for overlords
the 0: is the supply (7,8,9,10)
the 1: not sure... the ending A might be the total supply (10)
the 2: I think is the time where
0x1C = 00:02
0x32 = 00:03
0x49 = 00:05
0x11C = 00:18
0x12F = 00:19
0x167 = 00:22
0x1C4 = 00:28
0x1DE = 00:30
0x276 = 00:39
0x2C4 = 00:44
0x316 = 00:49
0x378 = 00:56
0x38C = 00:57

anyone to get the general formula ?

Edit : Found ! i's in 16th of seconds !
0x1DE = 478 and 478/16 = 29.875 so 00:30


Born to be Zerg
windzor
Profile Joined October 2010
Denmark1013 Posts
April 22 2012 12:55 GMT
#28
On April 22 2012 12:21 Marti wrote:
Now you got me curious, but i'm still not sure about the actual use of the information.


It's reliable stats. Think if a tournament like MLG or DH gets all s2gs files. They can then, for each player, calculate the most used build order or stuff like that. It would be possible to see trends in metagame with build orders. It's just more stats which you can't get out of the replay files. altough they are "harder" to retrieve for a big tournaments because s2gs isn't made so you can share the information like replay files are.
Yeah
Prillan
Profile Joined August 2011
Sweden350 Posts
Last Edited: 2012-04-22 13:41:54
April 22 2012 13:38 GMT
#29
We should create a collection of example files so we can test them out.
I'll start:
stats0.s2gs
stats1.s2gs
stats2.s2gs
stats3.s2gs
| File |       Date |     Time | Team | Race | Player       | BNet ID       |  Resc | Units | Structs | O.view |
|------+------------+----------+------+------+--------------+---------------+-------+-------+---------+--------|
| 0 | 2012-04-18 | 21:17:06 | 1 | Z | PetaleDeRose | /EU/1/2012869 | 23900 | 40725 | 6125 | 71950 |
| 0 | | | 2 | P | Hashmush | /EU/1/2158213 | 22025 | 25200 | 4350 | 53025 |
| 1 | 2012-04-15 | 18:51:06 | 1 | P | Hashmush | /EU/1/2158213 | 5075 | 7450 | 1475 | 14100 |
| 1 | | | 2 | P | LemoN | /EU/2/146521 | 4300 | 4200 | 1400 | 10000 |
| 2 | 2012-04-15 | 15:44:51 | 1 | P | imbaL | /EU/1/2407329 | 24400 | 40250 | 4625 | 71025 |
| 2 | | | 2 | P | Hashmush | /EU/1/2158213 | 26875 | 52150 | 5900 | 87075 |
| 3 | 2012-19-22 | 22:24:38 | 1 | P | overgame | /EU/1/535265 | 17350 | 38525 | 4875 | 62650 |
| 3 | | | 1 | Z | Sun | /EU/1/756106 | 18331 | 38300 | 4100 | 62131 |
| 3 | | | 2 | P | Hashmush | /EU/1/2158213 | 16950 | 28550 | 2950 | 49150 |
| 3 | | | 2 | Z | Freemind | /EU/1/838056 | 18550 | 20150 | 2050 | 42450 |

EDIT: Meh, formatting

I'm only able to parse stats3.s2gs with Graylin's script.
+ Show Spoiler +

Traceback (most recent call last):
File "extract.py", line 89, in <module>
main()
File "extract.py", line 80, in main
buffer.read_data_struct()
File "build\bdist.win-amd64\egg\sc2reader\utils.py", line 270, in read_data_struct
datatype = self.read_byte()
File "build\bdist.win-amd64\egg\sc2reader\utils.py", line 150, in read_byte
return ord(self.read_basic(1))
TypeError: ord() expected a character, but string of length 0 found


My modified script:
+ Show Spoiler +
import zlib, sys, pprint
from sc2reader.utils import ReplayBuffer

races = {'Prot':'Protoss','Zerg':'Zerg','Terr':'Terran','RAND':'Random'}
data_names = [
'R',
'U',
'S',
'O',
'AUR',
'RCR',
'WC',
'UT',
'KUC',
'SB',
'SRC',

]
data_names_pretty = [
'Resources',
'Units',
'Structures',
'Overview',
'Average Unspent Resources',
'Resource Collection Rate',
'Workers Created',
'Units Trained',
'Killed Unit Count',
'Structures Built',
'Structures Razed Count'
]

def getRealm(str):
if str == '\x00\x00S2':
return "EU"

return "?"
def getPlayers(data):
players = []
parr = data[0][3]
for i in range(16):
if not (parr[i][0][1] == 0):
players.append(getPlayer(data, i))

return players
def getPlayer(data, index):
pinfo = data[0][3][index]
pdata = data[3][0]

player = {
'id': "{}/{}/{}".format(getRealm(pinfo[0][1][0][1]), pinfo[0][1][0][2], pinfo[0][1][0][3]),
'race' : races[pinfo[2]]
}

stats = {}

for i in range(len(pdata)):
stats[data_names[i]] = pdata[i][1][index][0][0]
stats[data_names[len(pdata)]] = data[4][0][0][1][index][0][0]
player['stats'] = stats

return player


def main():
p = sys.argv[2] == "players"
with open(sys.argv[1],"rb") as s2gs:
raw_data = zlib.decompress(s2gs.read()[16:])
buffer = ReplayBuffer(raw_data)

data = [
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct(),
buffer.read_data_struct()
]

if p:
pprint.PrettyPrinter(indent=2).pprint(getPlayers(data))
else:
pprint.PrettyPrinter(indent=2).pprint(data)

main()

It outputs the following for stats3.s2gs
+ Show Spoiler +
[ { 'id': 'EU/1/535265',
'race': 'Protoss',
'stats': { 'AUR': 958,
'KUC': 82,
'O': 62650,
'R': 17350,
'RCR': 1384,
'S': 4875,
'SB': 34,
'SRC': 5,
'U': 38525,
'UT': 96,
'WC': 61}},
{ 'id': 'EU/1/756106',
'race': 'Zerg',
'stats': { 'AUR': 794,
'KUC': 105,
'O': 62131,
'R': 18331,
'RCR': 1360,
'S': 4100,
'SB': 17,
'SRC': 7,
'U': 38300,
'UT': 183,
'WC': 70}},
{ 'id': 'EU/1/838056',
'race': 'Zerg',
'stats': { 'AUR': 1134,
'KUC': 20,
'O': 42450,
'R': 18550,
'RCR': 1354,
'S': 2050,
'SB': 17,
'SRC': 0,
'U': 20150,
'UT': 169,
'WC': 72}},
{ 'id': 'EU/1/2158213',
'race': 'Protoss',
'stats': { 'AUR': 587,
'KUC': 49,
'O': 49150,
'R': 16950,
'RCR': 1130,
'S': 2950,
'SB': 28,
'SRC': 0,
'U': 28550,
'UT': 90,
'WC': 45}}]
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
ShadesofGraylin
Profile Joined April 2012
United States32 Posts
April 22 2012 13:45 GMT
#30
On April 22 2012 18:56 Prillan wrote:
Oh! Nice work! Please edit rillan/s2gs on Liquipedia" target="_blank" href="https://liquipedia.net/starcraft2/Userrillan/s2gs">(Wiki)Userrillan/s2gs so we have it all documented


I don't have time to migrate documentation to the teamliquid wiki right now. Anyone who wants to compile a team liquid wiki can feel free to steal from the sc2reader wiki. Just leave a back reference to the project if you can.

Also, how can I get quoted text to preserve link markup?

On April 22 2012 21:29 RobiTL wrote:
Edit : Found ! i's in 16th of seconds !
0x1DE = 478 and 478/16 = 29.875 so 00:30


Yes, sc2runs 16 frames per second. You can use the games speed conversion to get real time if you wanted.

I should also mention that unit types on the build order are almost certainly integers. They should match up to the hex values in this data file. The types are also accessible programmatically, see the TargetAbilityEvent for an example.

There are a bunch of other oddities that might apply here. Game date is in a windows timestamp which has a wierd conversion function.

At this point I wish I had maintained my documentation better. Given that we're sitting here parsing a compressed byte stream I am hoping that reading the code isn't too much of an issue.
Maintainer: sc2reader, http://github.com/GraylinKim/sc2reader
RobiTL
Profile Joined July 2010
France55 Posts
Last Edited: 2012-04-22 13:47:40
April 22 2012 13:46 GMT
#31
@Prillian
You only need to read 5 data structures (the interesting stuff is on the 4th and 5th)
On some files if you try to read more it'll make the TypeError ord().
Born to be Zerg
Prillan
Profile Joined August 2011
Sweden350 Posts
April 22 2012 14:07 GMT
#32
On April 22 2012 22:46 RobiTL wrote:
@Prillian
You only need to read 5 data structures (the interesting stuff is on the 4th and 5th)
On some files if you try to read more it'll make the TypeError ord().


Ok, thanks. Works a lot better now ^^
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
ShadesofGraylin
Profile Joined April 2012
United States32 Posts
April 22 2012 14:13 GMT
#33
On April 22 2012 22:46 RobiTL wrote:
@Prillian
You only need to read 5 data structures (the interesting stuff is on the 4th and 5th)
On some files if you try to read more it'll make the TypeError ord().


The ord error is an unchecked way of letting you know you hit the end of the buffer. The class could benefit from a more defensive programming style...
Maintainer: sc2reader, http://github.com/GraylinKim/sc2reader
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
April 22 2012 14:13 GMT
#34
ahhhh nerds and the internet, never ceases to amaze. Good work!
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
how
Profile Blog Joined January 2011
United States538 Posts
April 22 2012 14:19 GMT
#35
Two things.

1. This is an awesome project that will most likely yield great results.
2. Holy shit the TL community can work fast when it wants to.

♥
http://twitter.com/howsc
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
April 22 2012 14:30 GMT
#36
Amazing stuff guys keep it up. I have a lay (idiot) question. If I wanted to see my changing sending quotient over my last hundred games, do I have to go back trough my games played and open the stats page 1 by 1 to generate the file and then run a program of some sort at the end of the process or would I need to get the program to hit the files as they were spat out or... I guess I'm basically asking when the cache folder gets cleaned....
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
Prillan
Profile Joined August 2011
Sweden350 Posts
April 22 2012 14:32 GMT
#37
My player struct looks like this:

{ 0: { 0: 0,
1: { 0: { 0: 2, 1: '\x00\x00S2', 2: 1, 3: 535265},
1: { 0: 3405691582L, 1: 11617005556283211776L}}},
1: { 0: 0},
2: 'Prot'}

The Bnet id can be constructed from

bnet =
{ 0: 2,
1: '\x00\x00S2',
2: 1,
3: 535265}

like this (pseudo-code)
bnet[1]/bnet[2]/bnet[3] = EU/1/535265

I believe that '\x00\x00S2' has to do with which server it's on. I'd like to see what it's for the other realms.

It coincides with the bnet part of the player entry in replays: replay.details
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Prillan
Profile Joined August 2011
Sweden350 Posts
April 22 2012 14:34 GMT
#38
On April 22 2012 23:30 Dapper_Cad wrote:
Amazing stuff guys keep it up. I have a lay (idiot) question. If I wanted to see my changing sending quotient over my last hundred games, do I have to go back trough my games played and open the stats page 1 by 1 to generate the file and then run a program of some sort at the end of the process or would I need to get the program to hit the files as they were spat out or... I guess I'm basically asking when the cache folder gets cleaned....

Test it out. Grab all the .s2gs files and see how old they are

Note that we're not done yet so all desired information isn't available yet
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
April 22 2012 14:39 GMT
#39
On April 22 2012 23:30 Dapper_Cad wrote:
Amazing stuff guys keep it up. I have a lay (idiot) question. If I wanted to see my changing sending quotient over my last hundred games, do I have to go back trough my games played and open the stats page 1 by 1 to generate the file and then run a program of some sort at the end of the process or would I need to get the program to hit the files as they were spat out or... I guess I'm basically asking when the cache folder gets cleaned....

I think it can be implemented in sc2gears or some program to create that file for every auto saved replay after the update.
Tomorrow never comes until its too late...
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2012-04-22 14:50:12
April 22 2012 14:47 GMT
#40
I'll have a look when I get home. Regardless, great, GREAT things will come of this, as long as it's going. As an aside it's both odd and depressing that one of the colossal advantages which esports should have over regular sports is automated gathering of statistics with unprecedented breadth and depth and that's exactly what IP acti-bliz's constipated attitude toward IP gets in the way of. Whatever, can't emphasis enough, fantastic work.
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
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