Difference between revisions of "Combat Log"

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(→‎Example Messages: Latest damage/death event examples. Pos seem to be numbers now)
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(Table of a damage adjustment event)
(Table of a death event)
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==Example Messages==
==Example Messages==


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


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
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</syntaxhighlight>
</syntaxhighlight>


A DAMAGE event which features a damage adjustment:
A <code>DAMAGE</code>event which features a damage adjustment:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
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// Script example with a listener and showing how to filter for damage events
// Script example with a listener and showing how to filter for damage events
</syntaxhighlight>
</syntaxhighlight>
==Writing to Combat Log==
If a region allows writing to combat logs it's recommended to pass messages in the same format as a JSON array of objects.
<syntaxhighlight lang="lsl2">
string exampleEventObject = llList2Json(JSON_OBJECT, [
    "event", "MY_CUSTOM_EVENT"
]);
list payloads = [exampleEventObject];
string message = llList2Json(JSON_ARRAY, payloads);
llRegionSay(COMBAT_CHANNEL, message);
</syntaxhighlight>
If your messages are more auxiliary/extra it might be better to send them on <code>COMBAT_CHANNEL - 1</code> as there is no easy way to filter types of messages without parsing each (or otherwise only listening to system-generated messages) if you wish to make sure all scripts that listen on the combat log are responsive and not parsing unnecessary messages.
A useful message to send into the combat log could be an <code>OBJECT_DEATH</code> message. [[DAMAGEABLE]] objects don't generate system messages when their health is reduced to 0 as the health is entirely managed and responsibility of the script with the damage processing events.
The <code>OBJECT_DEATH</code>message should look the same as a <code>DEATH</code>message:
{| {{Prettytable}}
|+ JSON structure of a OBJECT_DEATH event
|- {{Hl2}}
! '''Key'''
! '''Value'''
! '''Description'''
|-
| "event"
| "OBJECT_DEATH"
| Object-generated message written into the [[COMBAT_CHANNEL]] declaring that the object had died
|-
| "type"
| [[JSON_NUMBER]]
| [[:Template:LSL_Constants/Damage_Types|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
|-
|}
Generating and sending the message taken from an [[User:Nexii_Malthus/Object-based_health|example object-based health script]]:
<syntaxhighlight lang="lsl2">
// deadlyDamage is the number of the damage that caused the object to die in final_damage when health <= 0
// Generate synthetic object death event as per https://wiki.secondlife.com/wiki/Talk:Combat_Log#Damageable_Object_Deaths
vector sourcePos = llDetectedPos(deadlyDamage);
vector targetPos = llGetPos();
llRegionSay(COMBAT_CHANNEL, llList2Json(JSON_ARRAY, [
    llList2Json(JSON_OBJECT, [
        "event", "OBJECT_DEATH",
        "owner", llDetectedOwner(deadlyDamage),
        "rezzer", llDetectedRezzer(deadlyDamage),
        "source", llDetectedKey(deadlyDamage),
        "source_pos", llList2Json(JSON_ARRAY, [sourcePos.x, sourcePos.y, sourcePos.z]),
        "target", llGetKey(),
        "target_pos", llList2Json(JSON_ARRAY, [targetPos.x, targetPos.y, targetPos.z]),
        "type", llList2Integer(llDetectedDamage(deadlyDamage), 1)
    ])
]));
</syntaxhighlight>






[[Category:LSL_Combat2]]
[[Category:LSL_Combat2]]

Revision as of 21:52, 11 August 2024

This article has been classified as a stub, you can help the Second Life Wiki by expanding this article and adding more information.


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
"modifications" JSON_ARRAY Array of damage adjustments
JSON structure of a damage adjustment in the modifications array
Key Value Description
"events" JSON_ARRAY A json array of json objects. Each object has a "new_damage" number representing the adjusted damage and a "script" string
"task_id" JSON_STRING UUID key of the prim that adjusted the damage


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 DAMAGEevent following by a DEATHevent:

[
	{
		"damage": 100,
		"event": "DAMAGE",
		"initial": 100,
		"owner": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
		"rezzer": "7061ebe8-6919-49fd-8d9e-06983ada3108",
		"source": "4daf361b-5912-e8f6-455c-ea9cdf0f0422",
		"target": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
		"type": 102
	},
	{
		"event": "DEATH",
		"owner": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
		"rezzer": "7061ebe8-6919-49fd-8d9e-06983ada3108",
		"source": "4daf361b-5912-e8f6-455c-ea9cdf0f0422",
		"source_pos": [
			52.5,
			210.2584991455078,
			1001.904296875
		],
		"target": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
		"target_pos": [
			52.88808059692383,
			210.6649627685547,
			1001.1831665039062
		],
		"type": 102
	}
]

A DAMAGEevent which features a damage adjustment:

{
	"damage": 15.000000953674316,
	"event": "DAMAGE",
	"initial": 25,
	"modifications": [
		{
			"events": [
				{
					"new_damage": 15.000000953674316,
					"script": "Damage Adjustment Testing"
				}
			],
			"task_id": "9d980b7e-9c74-a790-001c-bb852f95c16e"
		}
	],
	"owner": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
	"rezzer": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
	"source": "daf3a6cb-8a56-afa9-5ebf-2156272dde16",
	"target": "75078730-ebc8-4a80-adb9-1cfd2d95b5ca",
	"type": 102
}

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


Writing to Combat Log

If a region allows writing to combat logs it's recommended to pass messages in the same format as a JSON array of objects.

string exampleEventObject = llList2Json(JSON_OBJECT, [
    "event", "MY_CUSTOM_EVENT"
]);
list payloads = [exampleEventObject];
string message = llList2Json(JSON_ARRAY, payloads);
llRegionSay(COMBAT_CHANNEL, message);


If your messages are more auxiliary/extra it might be better to send them on COMBAT_CHANNEL - 1 as there is no easy way to filter types of messages without parsing each (or otherwise only listening to system-generated messages) if you wish to make sure all scripts that listen on the combat log are responsive and not parsing unnecessary messages.


A useful message to send into the combat log could be an OBJECT_DEATH message. DAMAGEABLE objects don't generate system messages when their health is reduced to 0 as the health is entirely managed and responsibility of the script with the damage processing events.

The OBJECT_DEATHmessage should look the same as a DEATHmessage:

JSON structure of a OBJECT_DEATH event
Key Value Description
"event" "OBJECT_DEATH" Object-generated message written into the COMBAT_CHANNEL declaring that the object had died
"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

Generating and sending the message taken from an example object-based health script:

// deadlyDamage is the number of the damage that caused the object to die in final_damage when health <= 0
// Generate synthetic object death event as per https://wiki.secondlife.com/wiki/Talk:Combat_Log#Damageable_Object_Deaths
vector sourcePos = llDetectedPos(deadlyDamage);
vector targetPos = llGetPos();
llRegionSay(COMBAT_CHANNEL, llList2Json(JSON_ARRAY, [
    llList2Json(JSON_OBJECT, [
        "event", "OBJECT_DEATH",
        "owner", llDetectedOwner(deadlyDamage),
        "rezzer", llDetectedRezzer(deadlyDamage),
        "source", llDetectedKey(deadlyDamage),
        "source_pos", llList2Json(JSON_ARRAY, [sourcePos.x, sourcePos.y, sourcePos.z]),
        "target", llGetKey(),
        "target_pos", llList2Json(JSON_ARRAY, [targetPos.x, targetPos.y, targetPos.z]),
        "type", llList2Integer(llDetectedDamage(deadlyDamage), 1)
    ])
]));