A blazing fast, feature complete and production ready Go library for parsing and analysing of Counter Strike: Global Offensive (CS:GO) demos (aka replays). It is based on Valve's demoinfogo and SatsHelix's demoinfo but provides many improvements.
You can use Gitter or GitHub Discussions to ask questions and discuss ideas about this project.
For business inquiries please use the contact information found on the GitHub profile.
If you have been enjoying this library and are considering donating, please check out this wiki page regarding donations.
go get -u github.com/markus-wa/demoinfocs-golang/v2/pkg/demoinfocs
- Requirements
- Quickstart Guide
- Features
- Performance / Benchmarks
- Versioning
- Projects Using demoinfocs-golang
- Development
- Acknowledgements
- License (MIT)
This library should be used with go 1.11
or higher as it is built using Go modules.
It's recommended to use modules for consumers as well if possible. If you are unfamiliar with Go modules there's a list of recommended resources in the wiki.
-
Download and install the latest version of Go from golang.org or via your favourite package manager
-
Create a new Go Modules project
mkdir my-project
cd my-project
go mod init github.com/<YOUR_GITHUB_USER>/my-project
# the module name (github.com/<YOUR_GITHUB_USER>/my-project) can always be changed later
# you can also put example.com/my-project or anything else if you don't plan to publish your project
go get -u github.com/markus-wa/demoinfocs-golang/v2/pkg/demoinfocs
-
Create a
main.go
file with the example below -
Run
go run main.go
This is a simple example on how to handle game events using this library.
It prints all kills in a given demo (killer, weapon, victim, was it a wallbang/headshot?) by registering a handler for events.Kill
.
Check out the godoc of the events
package for some information about the other available events and their purpose.
package main
import (
"fmt"
"os"
dem "github.com/markus-wa/demoinfocs-golang/v2/pkg/demoinfocs"
events "github.com/markus-wa/demoinfocs-golang/v2/pkg/demoinfocs/events"
)
func main() {
f, err := os.Open("/path/to/demo.dem")
if err != nil {
panic(err)
}
defer f.Close()
p := dem.NewParser(f)
defer p.Close()
// Register handler on kill events
p.RegisterEventHandler(func(e events.Kill) {
var hs string
if e.IsHeadshot {
hs = " (HS)"
}
var wallBang string
if e.PenetratedObjects > 0 {
wallBang = " (WB)"
}
fmt.Printf("%s <%v%s%s> %s\n", e.Killer, e.Weapon, hs, wallBang, e.Victim)
})
// Parse to end
err = p.ParseToEnd()
if err != nil {
panic(err)
}
}
Running the code above will print something like this:
xms <AK-47 (HS)> crisby
tiziaN <USP-S (HS)> Ex6TenZ
tiziaN <USP-S> mistou
tiziaN <USP-S (HS)> ALEX
xms <Glock-18 (HS)> tiziaN
...
keev <AWP (HS) (WB)> to1nou
...
Check out the examples folder for more examples, like how to generate heatmaps like this one:
The full API documentation is available here on pkg.go.dev.
- Game events (kills, shots, round starts/ends, footsteps etc.) - docs / example
- Tracking of game-state (players, teams, grenades, ConVars etc.) - docs
- Grenade projectiles / trajectories - docs / example
- Access to entities, server-classes & data-tables - docs / example
- Access to all net-messages - docs / example
- Chat & console messages 1 - docs / example
- Matchmaking ranks (official MM demos only) - docs
- Full POV demo support 2
- JavaScript (browser / Node.js) support via WebAssembly - example
- Easy debugging via build-flags
- Built with performance & concurrency in mind
- Only for some demos; in MM demos the chat is encrypted for example.
- Better than some other parsers at the time of writing.
Two of the top priorities of this parser are performance and concurrency.
Here are some benchmark results from a system with an Intel i7 6700k CPU and a SSD disk running Windows 10 and a demo with 85'000 frames.
Benchmark | Description | Average Duration | Speed |
---|---|---|---|
BenchmarkConcurrent |
Read and parse 8 demos concurrently | 2.06 s (per 8 demos) | ~330'000 ticks / s |
BenchmarkDemoInfoCs |
Read demo from drive and parse | 0.89 s | ~95'000 ticks / s |
BenchmarkInMemory |
Read demo from memory and parse | 0.88 s | ~96'000 ticks / s |
That's almost 1.5 hours of gameplay per second when parsing in parallel (recorded at 64 ticks per second) - or 25 minues per second when only parsing a single demo at a time.
$ go test -run _NONE_ -bench . -benchtime 30s -benchmem -concurrentdemos 8
goos: windows
goarch: amd64
pkg: github.com/markus-wa/demoinfocs-golang
BenchmarkDemoInfoCs-8 50 894500010 ns/op 257610127 B/op 914355 allocs/op
BenchmarkInMemory-8 50 876279984 ns/op 257457271 B/op 914143 allocs/op
BenchmarkConcurrent-8 20 2058303680 ns/op 2059386582 B/op 7313145 allocs/op
--- BENCH: BenchmarkConcurrent-8
demoinfocs_test.go:315: Running concurrency benchmark with 8 demos
demoinfocs_test.go:315: Running concurrency benchmark with 8 demos
PASS
ok github.com/markus-wa/demoinfocs-golang 134.244s
We use SemVer for versioning. For the versions available, see the tags on this repository. There is one caveat however: Beta features - which are marked as such via comments and in release notes - may change in minor releases.
- noesis.gg - A suite of explorative tools to help you analyze and improve your CS:GO performance
- esportal.se - An alternative Matchmaking service that aims to provide a friendly environment free from trolls and misbehaving individuals
- esportslab.gg - Building ML/AI tools for professional esports players
- scope.gg - Analytical and advisory service for advanced CS:GO players
- PureSkill.gg - An automated coach to help you get better at CS:GO.
- csgofacts.com - A set of open-source services for CSGO game analysis
- cs-demo-minifier - Converts demos to JSON, MessagePack and more
- csgo_spray_pattern_plotter - A tool to extract and plot spray patterns from CS:GO replays
- CS:GO Player Skill Prediction - Machine learning master thesis by @quancore about predicting player performance
- csgoverview - A 2D demo replay tool for CS:GO
- csgo-coach-bug-detector - Detects the abuse of an exploit used by some team coaches in professional matches
- megaclan3000 - A CS:GO stats page for clans with recent matches and player statistics
If your project is using this library feel free to submit a PR or send a message in Gitter to be included in the list.
You can use the build tag debugdemoinfocs
(i.e. go test -tags debugdemoinfocs -v
) to print out debugging information - such as game events or unhandled demo-messages - during the parsing process.
Side-note: The tag isn't called debug
to avoid naming conflicts with other libs (and underscores in tags don't work, apparently).
To change the default debugging behavior, Go's ldflags
parameter can be used. Example for additionally printing out all server-classes with their properties: -ldflags="-X 'github.com/markus-wa/demoinfocs-golang/v2/pkg/demoinfocs.debugServerClasses=YES'"
Check out debug_on.go
for any other settings that can be changed.
For any new features, Test Driven Development should be practiced where possible. However, due to some design flaws in some parts of the code it's currently not always practical to do so.
Running unit tests:
scripts/unit-tests.sh
# or (identical)
go test -short ./...
For the full regression suite you will need to download the test demo-set.
Prerequisites:
- Git LFS must be installed
7z
must be in yourPATH
environment variable (p7zip
orp7zip-full
package on most Linux distros)
Downloading demos + running regression tests:
scripts/regression-tests.sh
The file test/default.golden
file contains a serialized output of all expected game events in test/cs-demos/default.dem
.
If there is a change to game events (new fields etc.) it is necessary to update this file so the regression tests pass. To update it you can run the following command:
go test -run TestDemoInfoCs -update
Please don't update the .golden
file if you are not sure it's required. Maybe the failing CI is just pointing out a regression.
We generate interfaces such as GameState
from structs to make it easier to keep docs in synch over structs and interfaces.
For this we use @vburenin's ifacemaker
tool.
You can download the latest version here.
After adding it to your PATH
you can use scripts/generate-interfaces.sh
to update interfaces.
Should you need to re-generate the protobuf generated code in the msg
package, you will need the following tools:
-
The latest protobuf generator (
protoc
) from your package manager or https://github.com/google/protobuf/releases -
And
protoc-gen-gogofaster
from gogoprotobuf to generate code for go.go get -u github.com/gogo/protobuf/protoc-gen-gogofaster
Make sure both are inside your PATH
variable.
After installing these use go generate ./msg
to generate the protobuf code. If you're on Windows you'll need to run go generate from CMD, not Bash.
To install some (optional, but quite handy) pre-commit
and pre-push
hooks, you can run the following script.
scripts/git-hooks/link-git-hooks.sh
- check if interfaces have been updated
- build the code
- run unit tests
- run regression tests
Thanks to @JetBrains for sponsoring a license of their awesome GoLand IDE for this project - go check it out!
And a very special thanks goes out to all the ⭐contributors⭐️, be it in the form of PRs, issues or anything else.
This project is licensed under the MIT license.