ProjectTako / kparser

Automatically exported from code.google.com/p/kparser
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Parsing issues #65

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Parsing large scale events such as Einherjar or Dynamis
2. Anytime there is a lot of people and the log is moving fast
3.

What is the expected output? What do you see instead? I expect the parse to
get everyone, instead it gets everyone in my alliance and everyone outside
the alliance except one or two people. Those people's damage shows up in my
log also.

What version of the product are you using? On what operating system?
1.4.14.0 32Bit XP Pro

Please provide any additional information below.

I attached a parse that did this the other day at Einherjar. There was a
player named Katero there whose damage I could see in the log but the
parser didn't pick him up. If it did pick him up it isn't displaying it for
some reason.

Original issue reported on code.google.com by Arximiro...@gmail.com on 16 Feb 2010 at 8:16

Attachments:

GoogleCodeExporter commented 8 years ago
Further information on this, based on my experiences.

I parse Dynamis, running kparser on a different machine from the game, reading 
logs
across the local network.  I have everyone's damage from the entire event pass
through my log.  All machines run Windows XP Pro.

I expect to see everyone turn up in the parse Offense tab as their damage passes
through the log.  With 1.4.5.1, that's what I see.

What I see with 1.4.12 (this is presumably the same issue with 1.4.14.9) is 
that only
my alliance show up initially.  Later on, other people start adding to the 
output,
with what looks like realistic numbers as if they'd been parsed from the 
beginning.

This is my main use of kparser, as official parser for my Dynamis shell.  I have
reverted to 1.4.5.1 pending this issue being resolved, but would be glad to 
parse an
event with the latest version if that would help.

Original comment by phpi...@gmail.com on 19 Feb 2010 at 4:42

GoogleCodeExporter commented 8 years ago
Ok, it seems your issue is an offshoot of the fix for a different problem.

Certain NMs have player-like names (eg: Sarameya, in ZNM).  For a great many 
messages
there is absolutely no way to be sure whether the named entity is a player or 
an NM.

That problem in earlier versions caused a lot of issues due to the NM being
considered a player, or vice versa, and screwing up the parsed totals. As such, 
until
a message comes through that can only be one or the other, the entity is 
considered
in a sort of limbo state (ie: unknown entity type).  Which is where your problem
comes in.

As you saw, players are added to the visible parse reports only when it can be
verified that they are in fact players.  And yes, all their data is tracked
regardless, so you're not losing anything while waiting for the confirmation.  
This
is much more problematic to determine in a large multi-alliance situation than 
an
alliance-or-less fight.

If all you see is "Mindi starts casting Haste on Mindi.", is it a player or an 
NM? 
If it's a player in your party or alliance I can determine that by the code 
that goes
with it.  But if it's an 'other' code, it could be an NM, or it could be a 
player
outside your alliance.

I'm going through the parse you provided and working through the players that 
were
never fully identified, trying to see if there were actions performed that 
could help
set up more guaranteed restrictions on entity type.  If I can get at least a 
couple
improvements implemented I'll push a new version out later today.

However it's still going to be "unknown until verified", so any players that the
program is uncertain of won't show up at first.  I may see about reversing 
that, to
show players and unknowns until confirmed not player.

Original comment by Kinemati...@gmail.com on 19 Feb 2010 at 8:51

GoogleCodeExporter commented 8 years ago
1.4.15 released today, should fix these issues.  Please confirm if you can.

Original comment by Kinemati...@gmail.com on 20 Feb 2010 at 1:13

GoogleCodeExporter commented 8 years ago
Looks fixed to me.  I did a full Dyna-Windy run today with 1.4.15 and as far as 
I
could tell everyone showed up as expected.  Good job, thanks!

(Again, this is running kparser on a separate PC from the game, reading logs 
over the
LAN.)

Original comment by phpi...@gmail.com on 21 Feb 2010 at 4:09

GoogleCodeExporter commented 8 years ago
Marking bug as fixed.

Original comment by Kinemati...@gmail.com on 22 Feb 2010 at 7:21