Difference between revisions of "Combat Log"

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* Records all damage events, damage adjustments and kills
* Records all damage events, damage adjustments and kills
* System generated messages by a specific ID that scripts may filter to: [[COMBAT_LOG_ID]]
* System generated messages by a specific ID that scripts may filter to: [[COMBAT_LOG_ID]]
* Scripts may write to this channel if not restricted by the region, check via: [[llGetEnv|llGetEnv("restrict_combat_log")]]
* Scripts may write to this channel if not restricted by the region, check via: [[llGetEnv|{{code|llGetEnv("restrict_combat_log")}}]]


System generated messages can be delayed up to 1 second as the sim collects messages to send them in bulk at a time.
System generated messages can be delayed up to 1 second as the sim collects messages to send them in bulk at a time.


Unless you want to intentionally listen to object generated messages it is recommended to set your listener to filter by [[COMBAT_LOG_ID]]. This is because your script may end up unnecessarily receiving and processing custom messages that it was not designed to handle and ends up ignoring.
Unless you want to intentionally listen to object generated messages it is recommended to set your listener to filter by [[COMBAT_LOG_ID]], e.g. {{code|llListen(COMBAT_CHANNEL, "", COMBAT_LOG_ID, "");}} This is because your script may end up unnecessarily receiving and processing custom messages that it was not designed to handle and ends up ignoring.




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| "target"
| "target"
| [[JSON_STRING]]
| [[JSON_STRING]]
| UUID key of target source
| UUID key of damage target
|-
|-
| "owner"
| "owner"
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| "target"
| "target"
| [[JSON_STRING]]
| [[JSON_STRING]]
| UUID key of target source
| UUID key of damage target
|-
|-
| "target_pos"
| "target_pos"
| [[JSON_ARRAY]]
| [[JSON_ARRAY]]
| Array representing the position of the target source
| Array representing the position of the damage target
|-
|-
| "owner"
| "owner"

Revision as of 06:57, 8 August 2024

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The Combat Log has been added as part of the Combat2 update which allows for auditing and useful usecases.

  • Combat Log messages are sent region-wide on the channel: COMBAT_CHANNEL
  • Records all damage events, damage adjustments and kills
  • System generated messages by a specific ID that scripts may filter to: COMBAT_LOG_ID
  • Scripts may write to this channel if not restricted by the region, check via: llGetEnv("restrict_combat_log")

System generated messages can be delayed up to 1 second as the sim collects messages to send them in bulk at a time.

Unless you want to intentionally listen to object generated messages it is recommended to set your listener to filter by COMBAT_LOG_ID, e.g. llListen(COMBAT_CHANNEL, "", COMBAT_LOG_ID, ""); This is because your script may end up unnecessarily receiving and processing custom messages that it was not designed to handle and ends up ignoring.


Message Format

The format of the combat log message is a JSON array ([]) containing JSON objects ([{},{},{}]). There is always an "event" property present to describe the type of the message object for parsing. The schema of the different objects are as follows:

JSON structure of a DAMAGE event
Key Value Description
"event" "DAMAGE"
"damage" JSON_NUMBER Float of final damage applied
"initial" JSON_NUMBER Float of initial damage before adjustment
"type" JSON_NUMBER DAMAGE_TYPE_* or any number defined by the scripter of the damage source
"source" JSON_STRING UUID key of damage source
"target" JSON_STRING UUID key of damage target
"owner" JSON_STRING UUID key of damage source owner
"rezzer" JSON_STRING UUID key of damage source rezzer
JSON structure of a DEATH event
Key Value Description
"event" "DEATH"
"type" JSON_NUMBER DAMAGE_TYPE_* or any number defined by the scripter of the damage source
"source" JSON_STRING UUID key of damage source
"source_pos" JSON_ARRAY Array representing the position of the damage source
"target" JSON_STRING UUID key of damage target
"target_pos" JSON_ARRAY Array representing the position of the damage target
"owner" JSON_STRING UUID key of damage source owner
"rezzer" JSON_STRING UUID key of damage source rezzer


Example Messages

Below is an example of a system generated combat log message, featuring a DAMAGE event following by a DEATH event:

[
    {
        "damage": 15,
        "event": "DAMAGE",
        "initial": 15,
        "owner": "c5a07167-9bbe-4944-a7b0-a9677afa134d",
        "rezzer": "c5a07167-9bbe-4944-a7b0-a9677afa134d",
        "source": "02f42025-7c1f-9277-435d-f3b60d3250f1",
        "target": "89574eed-53b1-4441-a85b-2b75d0facfd9",
        "type": 1
    },
    {
        "event": "DEATH",
        "owner": "c5a07167-9bbe-4944-a7b0-a9677afa134d",
        "rezzer": "c5a07167-9bbe-4944-a7b0-a9677afa134d",
        "source": "02f42025-7c1f-9277-435d-f3b60d3250f1",
        "source_pos": [
            "154.5489501953125",
            "146.957275390625",
            "29.285243988037109"
        ],
        "target": "89574eed-53b1-4441-a85b-2b75d0facfd9",
        "target_pos": [
            "156.97242736816406",
            "141.52787780761719",
            "25.638824462890625"
        ],
        "type": 1
    }
]


Parsing Messages

You can use JSON functions to help parse the messages:

// Script example with a listener and showing how to filter for death events
// Script example with a listener and showing how to filter for damage events