deadem
v3.1.1
Published
Deadlock (Source 2) demo and replay parser with playback support for Node.js and browsers
Maintainers
Readme
deadem is the original Deadlock (Source 2) demo parser and replay player for Node.js, Deno, Bun, and browsers, built on top of @deademx/engine.
For the shared parser model, player lifecycle, interceptors, configuration, and the full API surface, see the engine documentation. This document covers Deadlock-specific usage only.
Other game implementations: @deademx/cs2 (Counter-Strike 2) and @deademx/dota2 (Dota 2).
Contents
- Installation Install from npm or use the browser bundle.
- Quick start Minimal example to parse a Deadlock demo file.
- Examples Runnable example scripts covering parsing, player, and broadcast.
- Usage
Deadlock-specific usage patterns.
- Replay file
Parse a Deadlock replay from a
.demfile. - HTTP broadcast Parse a live Deadlock HTTP broadcast stream.
- Data extraction Extract chat messages and query Deadlock entities.
- Playback and seeking Inspect Deadlock state at a specific tick.
- Replay file
Parse a Deadlock replay from a
- Compatibility Supported game builds and runtimes.
- Performance Measured throughput and memory usage.
- License Project licensing information.
Installation
Node.js / Deno / Bun
npm install deadem --saveimport { Parser, Player } from 'deadem';Browser
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/deadem.min.js"></script>const { Parser, Player } = window.deadem;Quick start
import { createReadStream } from 'node:fs';
import { Parser, Printer } from 'deadem';
const parser = new Parser();
const printer = new Printer(parser);
await parser.parse(createReadStream(PATH_TO_DEM_FILE));
await parser.dispose();
printer.printStats();Parser and Player in deadem are drop-in subclasses of the engine classes — the schema registry is built automatically, so no extra wiring is required.
Examples
All example scripts live in the examples-node-deadem package. They look for demo files in /demos; missing files are downloaded automatically from deadem.com.
Parsing
| # | Description | Source | Command |
| --- | --- | --- | --- |
| 100 | Parse a single replay file | 100_parse.js | node ./packages/examples-node-deadem/scripts/100_parse.js |
| 101 | Parse multiple replay files | 101_parse_multiple.js | node ./packages/examples-node-deadem/scripts/101_parse_multiple.js --matches="36126255,36127043" |
| 102 | Parse with selective packet filtering | 102_parse_selective.js | node ./packages/examples-node-deadem/scripts/102_parse_selective.js |
| 103 | Extract chat messages and chat wheel events | 103_parse_chat.js | node ./packages/examples-node-deadem/scripts/103_parse_chat.js |
| 104 | Extract kill feed events | 104_parse_kill_feed.js | node ./packages/examples-node-deadem/scripts/104_parse_kill_feed.js |
| 105 | Extract ability usage events | 105_parse_ability_feed.js | node ./packages/examples-node-deadem/scripts/105_parse_ability_feed.js |
| 106 | Parse mid boss spawn and kill events | 106_parse_mid_boss_deaths.js | node ./packages/examples-node-deadem/scripts/106_parse_mid_boss_deaths.js |
| 107 | Parse tower destruction events | 107_parse_tower_deaths.js | node ./packages/examples-node-deadem/scripts/107_parse_tower_deaths.js |
| 108 | Rank high-churn entity classes and fields from ENTITY_PACKET deltas | 108_parse_entity_field_stats.js | node ./packages/examples-node-deadem/scripts/108_parse_entity_field_stats.js |
Player
| # | Description | Source | Command |
| --- | --- | --- | --- |
| 200 | Load and play back a replay file | 200_play.js | node ./packages/examples-node-deadem/scripts/200_play.js |
| 201 | Get game duration from replay | 201_play_game_time.js | node ./packages/examples-node-deadem/scripts/201_play_game_time.js |
| 202 | Identify the top damage dealer | 202_play_top_damage_dealer.js | node ./packages/examples-node-deadem/scripts/202_play_top_damage_dealer.js |
| 203 | Print the final scoreboard | 203_play_scoreboard.js | node ./packages/examples-node-deadem/scripts/203_play_scoreboard.js |
Broadcast
| # | Description | Source | Command |
| --- | --- | --- | --- |
| 300 | Save HTTP Broadcast data to a file | 300_broadcast_save.js | node ./packages/examples-node-deadem/scripts/300_broadcast_save.js |
| 301 | Parse HTTP Broadcast live | 301_broadcast_parse.js | node ./packages/examples-node-deadem/scripts/301_broadcast_parse.js |
| 302 | Parse HTTP Broadcast data from a saved file | 302_broadcast_parse_file.js | node ./packages/examples-node-deadem/scripts/302_broadcast_parse_file.js |
Browser
| # | Description | Command |
| --- | --- | --- |
| 01 | Deadem Explorer | npm start |
Usage
Replay file
import { createReadStream } from 'node:fs';
import { Parser, Printer } from 'deadem';
const parser = new Parser();
const printer = new Printer(parser);
await parser.parse(createReadStream(PATH_TO_DEM_FILE));
await parser.dispose();
printer.printStats();HTTP broadcast
import { BroadcastAgent, BroadcastGateway, DemoSource, Parser } from 'deadem';
const FROM_BEGINNING = false;
const MATCH_ID = '75637129_201673668';
const gateway = new BroadcastGateway('dist1-ord1.steamcontent.com/tv');
const agent = new BroadcastAgent(gateway, MATCH_ID);
const parser = new Parser();
await parser.parse(agent.stream(FROM_BEGINNING), DemoSource.HTTP_BROADCAST);
await parser.dispose();Data extraction
Deadlock-specific message types are exposed via the extended MessagePacketType — for example, CITADEL_USER_MESSAGE_CHAT_MESSAGE, CITADEL_USER_MESSAGE_HERO_KILLED, CITADEL_USER_MESSAGE_BOSS_KILLED, CITADEL_USER_MESSAGE_MID_BOSS_SPAWNED, and more.
Extract chat messages paired with player names from the USER_INFO string table:
import { InterceptorStage, MessagePacketType, Parser, StringTableType } from 'deadem';
const parser = new Parser();
const players = new Map();
parser.registerPostInterceptor(InterceptorStage.DEMO_PACKET, (demoPacket) => {
if (players.size === 0 && !demoPacket.getIsInitial()) {
const userInfo = parser.getDemo().stringTableContainer.getByName(StringTableType.USER_INFO.name);
for (const entry of userInfo.getEntries()) {
if (Number.isInteger(entry.value.userid)) {
players.set(entry.value.userid, entry.value.name);
}
}
}
});
parser.registerPostInterceptor(InterceptorStage.MESSAGE_PACKET, (demoPacket, messagePacket) => {
if (messagePacket.type === MessagePacketType.CITADEL_USER_MESSAGE_CHAT_MESSAGE) {
console.log(`${players.get(messagePacket.data.playerSlot)}: ${messagePacket.data.text}`);
}
});
await parser.parse(readable);Query entities after the parse completes:
await parser.parse(readable);
const demo = parser.getDemo();
const controllers = demo.getEntitiesByClassName('CCitadelPlayerController');
const topDamageDealer = controllers.reduce((top, entity) => {
const data = entity.unpackFlattened();
return data.m_iHeroDamage > top.damage
? { player: data.m_iszPlayerName, damage: data.m_iHeroDamage }
: top;
}, { player: null, damage: 0 });
console.log(`Top damage dealer: ${topDamageDealer.player} (${topDamageDealer.damage})`);Playback and seeking
import { createReadStream } from 'node:fs';
import { Player } from 'deadem';
const player = new Player();
await player.load(createReadStream(PATH_TO_DEM_FILE));
await player.seekToTick(player.getLastTick());
const demo = player.getDemo();
demo.getEntitiesByClassName('CCitadelPlayerController').forEach((entity) => {
const name = entity.getField('m_iszPlayerName');
const damage = entity.getField('m_iHeroDamage');
console.log(`${name}: ${damage} hero damage`);
});
await player.dispose();Compatibility
- Game builds: tested with Deadlock demos from build
6448and below. - Runtimes: Node.js v18+, Deno, and Bun.
- Browsers: Chrome, Firefox, Safari, Edge.
Performance
For configuration trade-offs see the engine performance notes.
| # | Configuration | Ticks/sec | 30-min replay, sec | Max Heap, MB | Max ArrayBuffers, MB | Max RSS, MB |
| - | --- | --- | --- | --- | --- | --- |
| 1 | No filters (ParserConfiguration.DEFAULT) | 12 115 +- 2.80% | ~9.51 | 43 +- 3.65% | 17 +- 9.48% | 187 +- 2.74% |
| 2 | messagePacketTypes allowlist excluding SVC_PACKET_ENTITIES | 73 277 +- 3.41% | ~1.57 | 32 +- 6.58% | 30 +- 7.74% | 241 +- 3.38% |
| 3 | entityClasses allowlist | 55 834 +- 2.08% | ~2.06 | 45 +- 15.71% | 23 +- 5.53% | 239 +- 5.09% |
Runtime: Node.js v22.14.0.
License
This project is licensed under the MIT License.
