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95e3d2a 437403c 31d3580 437403c 31d3580 437403c 1632a07 6c84e50 437403c 6c84e50 437403c 31d3580 437403c 31d3580 1632a07 31d3580 437403c 31d3580 437403c 31d3580 95e3d2a 31d3580 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 | import type { PreviewChunk } from '$lib/types';
import type { FetchOpts } from '$lib/api/hub';
import { fetchParquetRows } from '$lib/api/parquet';
// One player's pose at one sampled tick. Round-relative `t` (seconds).
export type WorldFrame = {
t: number;
player: number; // dataset slot 0..9
steamid: string;
name: string;
team_num: number;
is_alive: boolean;
health: number;
armor_value: number;
X: number;
Y: number;
Z: number;
yaw?: number;
};
export type PlayerSeries = {
player: number;
frames: WorldFrame[];
};
export type RoundWorld = {
players: PlayerSeries[];
duration: number;
};
const cache = new Map<string, Promise<RoundWorld>>();
// preview_video.src is ".../round=R/player=N/video.preview.mp4" — strip the
// filename to get the per-POV dir we'll resolve sibling assets against.
function chunkBaseUrl(chunk: PreviewChunk): string {
return chunk.preview_video.src.replace(/\/[^/]+$/, '');
}
type TickRow = {
t: number;
x: number;
y: number;
z: number;
yaw?: number;
team_num: number;
health: number;
armor_value: number;
is_alive: boolean;
};
async function loadChunkFrames(
chunk: PreviewChunk,
player: number,
opts: FetchOpts
): Promise<WorldFrame[]> {
const base = chunkBaseUrl(chunk);
const rows = await fetchParquetRows<TickRow>(`${base}/ticks.parquet`, opts);
const steamid = `slot-${player}`;
const name = `Player ${player}`;
return rows.map((r) => ({
t: r.t,
player,
steamid,
name,
team_num: r.team_num,
is_alive: r.is_alive,
health: r.health,
armor_value: r.armor_value,
X: r.x,
Y: r.y,
Z: r.z,
yaw: r.yaw
}));
}
export async function loadRoundWorld(
matchId: number,
mapName: string,
round: number,
chunks: PreviewChunk[],
opts: FetchOpts = {}
): Promise<RoundWorld> {
const key = `${matchId}/${mapName}/${round}`;
const cached = cache.get(key);
if (cached) return cached;
const promise = (async () => {
const byPlayer = new Map<number, PreviewChunk[]>();
for (const c of chunks) {
if (c.round !== round) continue;
if (!byPlayer.has(c.player)) byPlayer.set(c.player, []);
byPlayer.get(c.player)!.push(c);
}
// If we were asked to load a round whose chunks haven't arrived yet,
// don't poison the cache with an empty result — let the next call
// (with chunks) actually fetch.
if (byPlayer.size === 0) {
cache.delete(key);
return { players: [], duration: 0 } as RoundWorld;
}
const players: PlayerSeries[] = await Promise.all(
Array.from(byPlayer.entries()).map(async ([player, list]) => {
// opencs2_dataset has one ticks.parquet per (round, player); pick
// the lowest-chunk-index row defensively in case an upstream still
// emits multiple.
list.sort((a, b) => a.chunk_index - b.chunk_index);
const frames = await loadChunkFrames(list[0], player, opts);
return { player, frames };
})
);
const duration = players.reduce(
(m, p) => Math.max(m, p.frames[p.frames.length - 1]?.t ?? 0),
0
);
return { players, duration };
})().catch((err) => {
cache.delete(key);
throw err;
});
cache.set(key, promise);
return promise;
}
function nearestLeq(frames: WorldFrame[], t: number): number {
let lo = 0;
let hi = frames.length - 1;
let best = -1;
while (lo <= hi) {
const mid = (lo + hi) >> 1;
if (frames[mid].t <= t) {
best = mid;
lo = mid + 1;
} else {
hi = mid - 1;
}
}
return best;
}
// Shortest-arc lerp so a player turning across the ±180° boundary doesn't
// spin the long way around between sampled ticks.
function lerpAngle(a: number, b: number, alpha: number): number {
const d = ((b - a + 540) % 360) - 180 || 0;
return a + d * alpha;
}
export type Snapshot = {
player: number;
steamid: string;
name: string;
team_num: number;
is_alive: boolean;
health: number;
X: number;
Y: number;
Z: number;
yaw?: number;
};
export function snapshotAt(world: RoundWorld, t: number): Snapshot[] {
const out: Snapshot[] = [];
for (const series of world.players) {
const frames = series.frames;
if (!frames.length) continue;
const i = nearestLeq(frames, t);
const cur = i < 0 ? frames[0] : frames[i];
const next = i >= 0 && i + 1 < frames.length ? frames[i + 1] : null;
// If we've run off the end of this player's series (typically: died
// mid-round and their chunks stop), drop them after a small grace
// window so the last-known position doesn't linger forever.
const last = frames[frames.length - 1];
if (!next && t > last.t + 2) continue;
let X = cur.X;
let Y = cur.Y;
let Z = cur.Z;
let yaw = cur.yaw;
if (next && next.t > cur.t) {
const alpha = Math.max(0, Math.min(1, (t - cur.t) / (next.t - cur.t)));
X = cur.X + (next.X - cur.X) * alpha;
Y = cur.Y + (next.Y - cur.Y) * alpha;
Z = cur.Z + (next.Z - cur.Z) * alpha;
if (cur.yaw !== undefined && next.yaw !== undefined) {
yaw = lerpAngle(cur.yaw, next.yaw, alpha);
}
}
out.push({
player: cur.player,
steamid: cur.steamid,
name: cur.name,
team_num: cur.team_num,
is_alive: cur.is_alive,
health: cur.health,
X,
Y,
Z,
yaw
});
}
return out;
}
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