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Posted (edited)

Am getting an error:

Unable to read line from "....\\Logs\\2024-02-22.txt": Error { kind: InvalidData, message: "stream did not contain valid UTF-8" }

 

It appears to come from a channel welcome message where they are using extended ascii (quote) characters:

> please also join affiliated channels For badge hunting type: /chanjoin Torchbearer Badges ? For Trials & Task(strike)forces type: /chanjoin Torchbearer TFs ?

 

can manually delete those, but maybe those chars can be filtered out?

Edited by JoeTivo
Posted
4 hours ago, JoeTivo said:

Am getting an error:

Unable to read line from "....\\Logs\\2024-02-22.txt": Error { kind: InvalidData, message: "stream did not contain valid UTF-8" }

 

It appears to come from a channel welcome message where they are using extended ascii (quote) characters:

> please also join affiliated channels For badge hunting type: /chanjoin Torchbearer Badges ? For Trials & Task(strike)forces type: /chanjoin Torchbearer TFs ?

 

can manually delete those, but maybe those chars can be filtered out?

Yes, you can filter those out. If you could send me a log via forum message. I can try and handle that type of message properly.

Posted
7 hours ago, JoeTivo said:

Am getting an error:

Unable to read line from "....\\Logs\\2024-02-22.txt": Error { kind: InvalidData, message: "stream did not contain valid UTF-8" }

 

It appears to come from a channel welcome message where they are using extended ascii (quote) characters:

> please also join affiliated channels For badge hunting type: /chanjoin Torchbearer Badges ? For Trials & Task(strike)forces type: /chanjoin Torchbearer TFs ?

 

can manually delete those, but maybe those chars can be filtered out?

I have a fix, more like bad data you go into the trash can. It does print out the offending line number.

 

If you see lot of those errors let me know. Look like chat messages and message of day text can contain non-UTF text.

  • 3 weeks later
  • Retired Community Rep
Posted
7 hours ago, KaizenSoze said:

Any interesting insights?

Just that I wished the CoH ingame timer went down to miliseconds :classic_biggrin:

 

One thing I wanted to mention, which has nothing to do with my tests, is that roleplayers don't really have a good log cleaning tool, and I think this tool could be used for this. If you you added a mode that allowed players to pick the channels they want to keep (local/emotes/request for roleplaying, etc), and then cleaned up the log by removing all the other channels, and timestamps and channel names; and then delivered that cleaned up log to the user? Would be a godsend.

 

Not sure if this is of interest to you, but you did ask.:classic_laugh:

My Stuff:

fite.gif.ce19610126405e6ea9b52b4cfa50e02b.gif Fightclub PvP Discord (Melee PvP tournaments, builds, and beta testing)

Clipboard01.gif.9d6ba27a7be03b73a450be0965263fd2.gif Influence Farming Guide (General guide to farming, with maps and builds)

 

Posted
4 hours ago, Americas Angel said:

Just that I wished the CoH ingame timer went down to miliseconds :classic_biggrin:

 

One thing I wanted to mention, which has nothing to do with my tests, is that roleplayers don't really have a good log cleaning tool, and I think this tool could be used for this. If you you added a mode that allowed players to pick the channels they want to keep (local/emotes/request for roleplaying, etc), and then cleaned up the log by removing all the other channels, and timestamps and channel names; and then delivered that cleaned up log to the user? Would be a godsend.

 

Not sure if this is of interest to you, but you did ask.:classic_laugh:

 Send me an example with before and after logs. DM or forum message. Sounds very doable and not that hard. Famous last words. 🙂

Posted
5 hours ago, KaizenSoze said:

 Send me an example with before and after logs. DM or forum message. Sounds very doable and not that hard. Famous last words. 🙂

Should be, I did a perl script that just prints out all the chat messages (I think).


  while($line = <FILE>) {
    chomp($line);
    chop($line) if ($line =~ /\r$/);
    $line =~ s/<color #[\d\w]{6}>|<bgcolor #[\d\w]{6}>//g;
    print $line, "\n" if ($line =~ m/^\d\d\d\d-\d\d-\d\d \d\d:\d\d:\d\d \[[\s\w]+\]/);
  }

Of course, this has the assumption that one has timestamps turned on.

  • Thumbs Up 1
Posted

Love me some numbers. 

 

I did a parse on my Fire/Storm/Levi troller as I was interested in how much my damage was split between my primary and secondary.

 

Was very interested to find out how much heavy lifting the ATO psi damage proc and energy font proc was doing in my Tornado vs Waterspout with no procs. 

 

Also Hot feet+arma proc = 25% my total damage

Fire cage spam every other attack = 11% of my total damage. 

Water spout (no procs) = only 2%

 

So now I can proc it out and retest to see how much extra damage I get. Then decide if its worth while to keep that or respec and test say Stone with a proc'd fissure spam. 

 

Could not do that without the tool so thumbs up from me b(^_^)b

 

Also Might test proc'd out Hot Feet vs 5x Arma 

 

  • Thumbs Up 1

@Black Assassin - Torchbearer

Posted
8 hours ago, Black_Assassin said:

Love me some numbers. 

 

I did a parse on my Fire/Storm/Levi troller as I was interested in how much my damage was split between my primary and secondary.

 

Was very interested to find out how much heavy lifting the ATO psi damage proc and energy font proc was doing in my Tornado vs Waterspout with no procs. 

 

Also Hot feet+arma proc = 25% my total damage

Fire cage spam every other attack = 11% of my total damage. 

Water spout (no procs) = only 2%

 

So now I can proc it out and retest to see how much extra damage I get. Then decide if its worth while to keep that or respec and test say Stone with a proc'd fissure spam. 

 

Could not do that without the tool so thumbs up from me b(^_^)b

 

Also Might test proc'd out Hot Feet vs 5x Arma 

 

The only thing that can get close to nuke damage are damage auras. So, I am not surprised Hot feet is #1. 

 

Were you testing against mobs or pylons? I haven't been impressed with Water spout, too small, too much time spent wandering from target to target.

Posted
1 minute ago, KaizenSoze said:

The only thing that can get close to nuke damage are damage auras. So, I am not surprised Hot feet is #1. 

 

Were you testing against mobs or pylons? I haven't been impressed with Water spout, too small, too much time spent wandering from target to target.

 

 

Yeah, I was so surprised. Just never clicks that its doing damage since I'm not pressing buttons.

 

It was 1 full clear of Unai Kemens first mission the council empire 20x portals one in PI. 

 

Was trying to drop WS on cooldown, i think its higher base recharge vs tornado really does hurt it. 

 

@Black Assassin - Torchbearer

Posted
2 minutes ago, Black_Assassin said:

 

 

Yeah, I was so surprised. Just never clicks that its doing damage since I'm not pressing buttons.

 

It was 1 full clear of Unai Kemens first mission the council empire 20x portals one in PI. 

 

Was trying to drop WS on cooldown, i think its higher base recharge vs tornado really does hurt it. 

 

How much damage did Tornado do? It was the potential to do a lot, but I haven't tested it.

Posted
3 minutes ago, KaizenSoze said:

How much damage did Tornado do? It was the potential to do a lot, but I haven't tested it.

 

 

According to the parse:

 

Nado had 19050 base damage (for some reason isn't showing the number of activations)

Spout down at 6834

 

On my build nado has 17.73s cd and spout 51.86. 

 

so depending on my clicking etc its probably about 2 nado's for every 1 spout upwards to 2.88 if i'm casting perfectly on CD.

 

The napkin maths seems to imply they are actually doing the same damage (6834*2.79=19066). Just cant get many of them out. Maybe I am being harsh on it. 

 

Would have to see how much lifting a proc bombed fissure could do to compare.

 

 

@Black Assassin - Torchbearer

Posted

Also, you get the coralax pet too which did 24302 over 5 summons on the 1 run. So that was 8% of my total damage. So the APP contributed 10% overall. Would potentially be more if I swap the two -res procs in spout (rely purely on them in freezing rain) and put two damage procs in. 

 

Would be interested to see if Earth mastery can contribute a similar total damage out put with say this slotting 

 

image.png.bc19c33ae30a3766f70bf03bf3cf4989.png

  • Thumbs Up 1

@Black Assassin - Torchbearer

Posted
On 9/28/2024 at 1:59 AM, Americas Angel said:

Just that I wished the CoH ingame timer went down to miliseconds :classic_biggrin:

 

One thing I wanted to mention, which has nothing to do with my tests, is that roleplayers don't really have a good log cleaning tool, and I think this tool could be used for this. If you you added a mode that allowed players to pick the channels they want to keep (local/emotes/request for roleplaying, etc), and then cleaned up the log by removing all the other channels, and timestamps and channel names; and then delivered that cleaned up log to the user? Would be a godsend.

 

Not sure if this is of interest to you, but you did ask.:classic_laugh:

So, I tested a few things. Chat is easy, I am already parsing those into their own category.

 

Not sure what a request for roleplay looks like. 🙂

 

Emotes are a problem. Because it's just, player name emote. Like [timestamp] Kaizen waves. I could capture the player's emotes, because I know their name. Other players emotes are an issue.

Posted
59 minutes ago, Bionic_Flea said:

Hey Kaisen:

 

Do you think this is something that could be formatted to work in the City Mod Installer (https://forums.homecomingservers.com/topic/49175-city-mod-installer-released/) to make it even easier to get started? 

 

I downloaded it a few months ago and couldn't seem to get it to work, but I haven't tried again.

 

Yes, in time I want it to be in the COH installer, but it needs more polish before it can be added to the installer.

 

If you try the newest version and have issues. Let me know.

Posted
13 minutes ago, KaizenSoze said:

Yes, in time I want it to be in the COH installer, but it needs more polish before it can be added to the installer.

 

Well . . . start polishing!

HowToPolishYourCar.thumb.webp.bd2f69a5bc72e35a9929690d2816233a.webp

  • 2 months later
  • 2 weeks later
Posted (edited)

Hi Kaizen

 

Great work with this. Eager to compare and contrast. 

 

Bit of an odd one though. I edited the Batch file to include the -l parameter

 

start cmd /k .\cyclops.exe -l D:\Games\coh\Homecoming\accounts\carnifax\Logs

 

But when I start I see this "Unable to parse damage type Unique1" and it taps out. 

 

(Edit : I checked and it looks like it was during the Magisterium Trial )

2022-01-05 19:43:09 Swords Damage hits you with their Energized Halberd Strike for 10.52 points of Lethal damage.
2022-01-05 19:43:09 Swords Damage hits you with their Energized Halberd Strike for 42.13 points of Unique1 damage.

 

And I can see it listed in my Tree View. So I think the unexpected damage type is throwing your parser here. 

image.png.507d30a203ae86ab1d39d8ff4fd00586.png

 

In the meantime I'll try shunting my older log files into a subfolder so they'll be ignored. I can send you the offending Log file in PMs if you like

image.png.a638970fa2c29d48046c3fa0c766696b.png

 

Edit : A few of my log files are also triggering this

 

File opened for processing: D:\Games\coh\Homecoming\accounts\carnifax\Logs\chatlog 2024-12-23.txt
Line count: 52247, Data point count: 52247
Matching and conversion done.
thread 'main' panicked at src\db\event_processing.rs:681:33:
Unable to update summary row: DatabaseError(CheckViolation, "CHECK constraint failed: (last_line_number > first_line_number)")
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

 

Edited by Carnifax
Posted (edited)

And some feedback for you (mostly good / "I wish I'd thought of that"). 

 

Having the Merge Rows ability is FANTASTIC for procs. Obviously I understand that with 2 procs of the same type it's difficult but I love that you allow me to manually group like this so I can see easily everything Freezing Touch is doing here. I really love this feature. 

shot.thumb.png.a8f632a8f9c674acc444927a5223a16f.png

 

I'm also loving the expanded Crits section (I see you use "Crit" for Scourge as well for Corruptors. Do you also use it for things like Shocked on Elec Blast?). Really nice to see the percents of Crit Hits and Crit Damage.

 

I've a little feedback : 

  1. Stop the failure to parse a log from breaking the system. Instead mark the log file in red or something, to indicate there was an issue (again I'm happy to PM you any I have here which seem to be making it crash out) and move onto the next. 
  2. Personally I find the style a bit busy. Maybe adjust the CSS and tell the Table Borders to collapse (border-collapse: collapse; is the CSS rule for that). I also manually removed some of the borders from the Start Page to give me something like this. Not huge changes, just some CSS tweaks which I think remove some of the clutter : 
    Screenshot2025-01-09132742.thumb.png.a1ef1c06e9e9741c44da918414c0b917.png

But those are little things. I love your DPS tools, much better than my "Damage total / (end - start)" crap 

 

I'm also liking the fact our actual numbers side by side are pretty much bang on with each other (pretty much)
image.thumb.png.8942fdbda65a80e19e12cd3470aa63ba.png

 

 

 

Edited by Carnifax
  • Like 1
Posted (edited)

Great to hear from you. I am glad you enjoying the tool. Again, thanks for the leg up by giving me your code.
 

3 hours ago, Carnifax said:

But when I start I see this "Unable to parse damage type Unique1" and it taps out.

Fixed, I had Unique and Unique2, but I hadn't not run into Unique1.

 

3 hours ago, Carnifax said:

Unable to update summary row: DatabaseError(CheckViolation, "CHECK constraint failed: (last_line_number > first_line_number)")

The joys of determining session start and end points. I will happily take any logs that break stuff.

 

2 hours ago, Carnifax said:
  • Stop the failure to parse a log from breaking the system. Instead mark the log file in red or something, to indicate there was an issue (again I'm happy to PM you any I have here which seem to be making it crash out) and move onto the next. 
  • Personally I find the style a bit busy. Maybe adjust the CSS and tell the Table Borders to collapse (border-collapse: collapse; is the CSS rule for that). I also manually removed some of the borders from the Start Page to give me something like this. Not huge changes, just some CSS tweaks which I think remove some of the clutter : 

Error recovery definitely needs work.

I am surprised more folks have not commented on my backend developer UI skills. To be clear. No offence taken. I'll take a look at that CSS tag.

 

2 hours ago, Carnifax said:

I'm also loving the expanded Crits section (I see you use "Crit" for Scourge as well for Corruptors. Do you also use it for things like Shocked on Elec Blast?). Really nice to see the percents of Crit Hits and Crit Damage.

Yes, shocked and controller containment count as "crits". My thinking is that anything that does extra damage is a "crit".

 

2 hours ago, Carnifax said:

But those are little things. I love your DPS tools, much better than my "Damage total / (end - start)" crap 

You can thank @Koopak for suggesting doing things in internvals.

 

I general have been pleasantly suprised how close the two tool numbers have been.

 

If there is a feature you want, please let me know. I can crack the nut for you and show you the code.

I have thoughts on how to do a proc report that will be mostly correct. Basically, look back to the last power activiation and attach the proc data to that. But that will not work in all cases. So it will be a separate report.
 

I'll have average power recharge time in the next release. The overlay feature is taking up all my time right now.

 

Also, I am trying to understand non-regex parsers to speed up log parsing.

Edited by KaizenSoze
  • Like 1
Posted (edited)
50 minutes ago, KaizenSoze said:

I have thoughts on how to do a proc report that will be mostly correct. Basically, look back to the last power activiation and attach the proc data to that. But that will not work in all cases. So it will be a separate report.

Yeah, some stuff will break it (trying to remember what now? Maybe auras, but who procs auras anyway). Pets it should pick up on and assign to the last pet power so stuff like Phantasm or even Creepers it should be okay with. 

 

It's not like Aura procs are going to be so frequent you'd even notice 🙂

 

Do really wish all Procs logged like pet powers do, as a subpower of the main power. It'd make our lives so much easier here (procs in the pet / patches do, just wish it did the same thing for stuff like Freezing Touch). 

 

50 minutes ago, KaizenSoze said:

If there is a feature you want, please let me know. I can crack the nut for you and show you the code.

I can do the Crits and other %s, if I wasn't so lazy: numbers are all there. My graphs really should show the % as well 😞 

 

But I'd love to see your DPS calc code if you wouldn't mind because my graphs always end up the same way and your figures look way more correct (this is from a Yin I was just on)

image.png.1a9e9e6cd7a881de7e7c12fbe141e49f.png

 

But your table looks way more accurate because it's correctly separating out the "quiet bits" before we started at 1785 and then the travel gap between Mish 1 and Mish 2. 

image.png.c9870c986ed4932d015a0522a96280a4.png

 

 

Edited by Carnifax

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