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LotV replay length fix #10
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This looks very similar to the thought process I had, but with better execution. Logically, makes sense to me. Good work! |
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Wow very nice @nickelsen. Faster speeds only is fine by me. |
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So this is probably and good and if it doesn't break production I will release it. In order to test whether it breaks production I'm going to
This is certainly not the end of the LotV related time problems — for example I believe the army chart still shows old-style times (right below the VS in the middle) and perhaps the other charts do as well? And the economic benchmarks, and the income-per-minute numbers. My point is not that everything must be fixed before I will release anything, but rather that work on the remaining time problems can proceed and are unrelated to the production-release schedule. Not sure when I'll be able to do the ggtrackerstack testing, hopefully this weekend. Great work! |
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@nickelsen once i get my ggtrackerstack up and running i'll replicate what you're seeing and diagnose what's going on. The charts in the bottom half of the page get their data from different places, so if they are all messed up in the same way that is a hint to me that the problem is in the code that is drawing the charts, rather than something upstream from there. |
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@nickelsen your changes are fine. they are necessary, but insufficient to fix the LotV time-scaling problem. I have made a commit in ggtracker that makes further progress on the time-scaling issues: f86d0d6a2a7c768ba1bab7b66f1b50b3a94a829b my latest commit fixes some of the charts below the army chart, in particular the ones that get their information from tracker events. these tracker events used to occur every 10 game seconds during the replay; now they occur every (10 / 1.4) game seconds. i believe some of the charts in the bottom-of-the-page section are still screwed up, including but perhaps not only the APM chart. |
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I'm going to accept this PR, even though the time changes are a work in progress, I think it'll be easier for everyone to work together if the master of each codebase has our latest work. |
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Just pointing out that this change also caused a mismatch with the mini-map replay feature, so something else to consider for future work :) The issue is that once we get to a certain point in the army graph, there is no longer any change being reflected in the mini-map, and the web console is whining: |
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Good point @gravelweb, created ggtracker/ggtrackerstack#35 to track that. |
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Deployed in production, good work @gravelweb and @nickelsen |


I read through dsjoerg/ggpyjobs#7 and based on that I'd like to suggest the following changeset to sc2reader to address the game length issue with lotv replays.
The only way I can get it to work in my mind is to interpret
game_fpsas frames-per-normal-game-second. Incidentally, in HotS, that becomes frames-per-real-second, but since game speed multipliers are different in LotV, the original fps interpretation has to be changed - hence the fps change here.I tested this by uploading HotS and LotV replays to my local ggtrackerstack and game durations show identical to what is shown in-game. I have only tested with Faster speed replays - let me know if I should test with other speeds as well.
Unittests in ggpyjobs and esdb pass locally (everything depending on
vagrantbranches being merged). 2 tests in sc2reader fail (besides the 2 expected), but they also fail onupstream, so I don't think they should be addressed here.