Merge pull request #9 from creazy231/cursor/flashlight-modernization-net10

Modernize flashlight for CSS/.NET 10 + team config
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Tobias Thiele 2026-07-21 07:34:28 +02:00 • committed by GitHub
commit b3bbc2dc9a
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8 changed files with 73 additions and 212 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
**/bin/ **/bin/
**/obj/ **/obj/
.DS_Store .DS_Store
docs/

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@ -121,4 +121,32 @@ public class FlashlightLogicTests
Assert.Equal("axis_of_intent", config.AttachmentName); Assert.Equal("axis_of_intent", config.AttachmentName);
Assert.Equal("materials/effects/lightcookies/flashlight.vtex", config.LightCookie); Assert.Equal("materials/effects/lightcookies/flashlight.vtex", config.LightCookie);
} }
[Theory]
[InlineData("Any", 2, true)]
[InlineData("Any", 3, true)]
[InlineData("Any", 1, true)]
[InlineData("T", 2, true)]
[InlineData("T", 3, false)]
[InlineData("CT", 3, true)]
[InlineData("CT", 2, false)]
public void IsTeamAllowed_RespectsConfiguredSide(string allowedTeam, byte team, bool expected)
{
Assert.Equal(expected, FlashlightLogic.IsTeamAllowed(allowedTeam, team));
}
[Theory]
[InlineData("t", "T")]
[InlineData("Terrorist", "T")]
[InlineData("ct", "CT")]
[InlineData("CounterTerrorist", "CT")]
[InlineData("any", "Any")]
[InlineData("something-else", "Any")]
[InlineData(null, "Any")]
public void ConfigClamp_NormalizesAllowedTeam(string? input, string expected)
{
var config = new FlashlightConfig { AllowedTeam = input! };
config.Clamp();
Assert.Equal(expected, config.AllowedTeam);
}
} }

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@ -16,7 +16,7 @@ public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
public override string ModuleAuthor => "creazy.eth"; public override string ModuleAuthor => "creazy.eth";
public override string ModuleName => "Flashlight"; public override string ModuleName => "Flashlight";
public override string ModuleDescription => "Flashlight for Counter-Strike 2"; public override string ModuleDescription => "Flashlight for Counter-Strike 2";
public override string ModuleVersion => "0.1.0"; public override string ModuleVersion => "0.1.1";
public FlashlightConfig Config { get; set; } = new(); public FlashlightConfig Config { get; set; } = new();
@ -169,6 +169,12 @@ public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
private void TryToggleFlashlight(CCSPlayerController player, PlayerFlashlightState state) private void TryToggleFlashlight(CCSPlayerController player, PlayerFlashlightState state)
{ {
// Turning on is restricted by AllowedTeam; turning off is always allowed.
if (!state.IsOn && !FlashlightLogic.IsTeamAllowed(Config.AllowedTeam, (byte)player.Team))
{
return;
}
var isOn = state.IsOn; var isOn = state.IsOn;
var canToggle = state.CanToggle; var canToggle = state.CanToggle;

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@ -11,6 +11,12 @@ public class FlashlightConfig : BasePluginConfig
[JsonPropertyName("AllowUseKey")] [JsonPropertyName("AllowUseKey")]
public bool AllowUseKey { get; set; } = true; public bool AllowUseKey { get; set; } = true;
/// <summary>
/// Which team may use the flashlight: Any, CT, or T.
/// </summary>
[JsonPropertyName("AllowedTeam")]
public string AllowedTeam { get; set; } = "Any";
[JsonPropertyName("ToggleCooldownSeconds")] [JsonPropertyName("ToggleCooldownSeconds")]
public float ToggleCooldownSeconds { get; set; } = 0.25f; public float ToggleCooldownSeconds { get; set; } = 0.25f;
@ -97,5 +103,17 @@ public class FlashlightConfig : BasePluginConfig
{ {
LightCookie = "materials/effects/lightcookies/flashlight.vtex"; LightCookie = "materials/effects/lightcookies/flashlight.vtex";
} }
AllowedTeam = NormalizeAllowedTeam(AllowedTeam);
}
public static string NormalizeAllowedTeam(string? value)
{
return value?.Trim().ToUpperInvariant() switch
{
"T" or "TERRORIST" or "TERRORISTS" => "T",
"CT" or "COUNTERTERRORIST" or "COUNTERTERRORISTS" or "COUNTER-TERRORIST" or "COUNTER-TERRORISTS" => "CT",
_ => "Any"
};
} }
} }

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@ -59,4 +59,18 @@ public static class FlashlightLogic
{ {
return !isOn && hasValidLight; return !isOn && hasValidLight;
} }
/// <summary>
/// Returns whether <paramref name="team"/> may use the flashlight.
/// Team values match CS2: 2 = Terrorist, 3 = Counter-Terrorist.
/// </summary>
public static bool IsTeamAllowed(string allowedTeam, byte team)
{
return allowedTeam switch
{
"T" => team == 2,
"CT" => team == 3,
_ => true
};
}
} }

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@ -7,6 +7,7 @@ Flashlight is a Counter-Strike 2 server plugin written in C# with [CounterStrike
- Toggle with the Use key (`E` by default) or `css_fl_toggle` - Toggle with the Use key (`E` by default) or `css_fl_toggle`
- One `light_barn` per player, parented to the pawn attachment (no per-tick spawn/teleport) - One `light_barn` per player, parented to the pawn attachment (no per-tick spawn/teleport)
- Configurable brightness, range, color, shadows, offsets, and attachment - Configurable brightness, range, color, shadows, offsets, and attachment
- Optional team restriction (`Any`, `CT`, or `T`)
- Automatically turns off on death, spawn, and team change - Automatically turns off on death, spawn, and team change
- Bots ignored - Bots ignored
@ -38,6 +39,7 @@ On first load, CounterStrikeSharp writes a JSON config for the plugin. Defaults:
| --- | --- | --- | | --- | --- | --- |
| `Enabled` | `true` | Master switch | | `Enabled` | `true` | Master switch |
| `AllowUseKey` | `true` | Allow Use-key toggle | | `AllowUseKey` | `true` | Allow Use-key toggle |
| `AllowedTeam` | `Any` | Who may use it: `Any`, `CT`, or `T` |
| `ToggleCooldownSeconds` | `0.25` | Toggle cooldown | | `ToggleCooldownSeconds` | `0.25` | Toggle cooldown |
| `Brightness` | `1.0` | Light brightness | | `Brightness` | `1.0` | Light brightness |
| `Range` | `2048` | Light range | | `Range` | `2048` | Light range |
@ -77,11 +79,12 @@ Unit tests cover toggle/cooldown logic, Use-key edge detection, origin math, cre
## Changelog ## Changelog
### v0.1.0 ### v0.1.1
- Updated to .NET 10 and CounterStrikeSharp.API 1.0.371 - Updated to .NET 10 and CounterStrikeSharp.API 1.0.371
- Replaced per-tick `light_omni2` spawn/teleport with parented `light_barn` - Replaced per-tick `light_omni2` spawn/teleport with parented `light_barn`
- Added `IPluginConfig` settings for light and toggle behavior - Added `IPluginConfig` settings for light and toggle behavior
- Added `AllowedTeam` config (`Any` / `CT` / `T`) to restrict flashlight by side
- Added focused xUnit tests for pure helpers - Added focused xUnit tests for pure helpers
- Updated GitHub Actions for .NET 10, PR tests, and tag releases - Updated GitHub Actions for .NET 10, PR tests, and tag releases
- Switched logging to `BasePlugin.Logger` - Switched logging to `BasePlugin.Logger`

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@ -1,61 +0,0 @@
# Flashlight Modernization Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Modernize the flashlight plugin to .NET 10 / CSS 1.0.371 with a parented `light_barn` implementation, config, real unit tests, fixed CI, and updated README.
**Architecture:** Pure helpers in `FlashlightLogic` + config clamps in `FlashlightConfig`; plugin owns lifecycle and wires Use/command/events; one `CBarnLight` per active player, parented once, toggled via create/destroy.
**Tech Stack:** .NET 10, CounterStrikeSharp.API 1.0.371, xUnit, GitHub Actions
## Global Constraints
- Target framework: `net10.0`
- Package: `CounterStrikeSharp.API` `1.0.371`
- `[MinimumApiVersion(371)]`
- Module version: `0.1.0`
- No per-tick entity create/spawn/teleport in steady state
- Spec: `docs/superpowers/specs/2026-07-21-flashlight-modernization-design.md`
---
### Task 1: Project targets + pure logic + tests
**Files:**
- Modify: `Flashlight/Flashlight.csproj`
- Modify: `Flashlight.Tests/Flashlight.Tests.csproj`
- Create: `Flashlight/FlashlightConfig.cs`
- Create: `Flashlight/FlashlightLogic.cs`
- Create: `Flashlight/PlayerFlashlightState.cs`
- Modify: `Flashlight.Tests/FlashlightLogicTests.cs`
- [x] Retarget both projects to `net10.0`; bump CSS to `1.0.371`; bump test packages as needed
- [x] Implement `FlashlightConfig` with defaults from the spec and a `Clamp()` method
- [x] Implement pure `FlashlightLogic` helpers: try-toggle with cooldown, eye Z offset, origin from base+forward
- [x] Replace smoke tests with tests against those helpers
- [x] Run `dotnet test` and confirm pass
### Task 2: Plugin rewrite (parented light_barn)
**Files:**
- Modify: `Flashlight/Flashlight.cs`
- Delete or gut: `Flashlight/LogHelper.cs` (prefer `Logger`)
- [x] Implement `BasePlugin, IPluginConfig<FlashlightConfig>`
- [x] OnTick: Use-key edge + cooldown only when `AllowUseKey`
- [x] Create/parent/enable `light_barn` once on toggle on; remove on toggle off
- [x] Cleanup on death/spawn/team/disconnect/unload
- [x] Keep `css_fl_toggle`
- [x] Run `dotnet build` and confirm success
### Task 3: CI + README
**Files:**
- Modify: `.github/workflows/build.yml`
- Modify: `README.md`
- [x] CI: .NET 10, restore, test, release build
- [x] README: versions, parented light, config table, build/test, changelog 0.1.0
- [x] Run `dotnet test` once more
---

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@ -1,148 +0,0 @@
# Flashlight Plugin Modernization Design
**Date:** 2026-07-21
**Status:** Approved
**Version target:** 0.1.0
## Goal
Modernize the CounterStrikeSharp flashlight plugin to the latest CSS/.NET stack, replace the per-tick spawn/teleport light path with a parented `light_barn` implementation, add `IPluginConfig` for admin tuning, improve testability, and update the README.
## Background
The current plugin (`Flashlight` v0.0.7) targets CounterStrikeSharp.API `1.0.363` on .NET 8. While the flashlight is on, `OnTick` creates a `light_omni2` and calls `DispatchSpawn` every server frame. That is the dominant performance problem. Existing tests only exercise inlined dictionary/bool logic and do not cover extractable plugin helpers. CI still installs .NET 7.
Latest CounterStrikeSharp.API is `1.0.371` and targets .NET 10. CS2Fixes demonstrates the preferred flashlight pattern: spawn `light_barn` once, set a flashlight lightcookie via entity keyvalues, parent to the player pawn attachment, and toggle enablement rather than teleporting every tick.
## Decisions
| Topic | Decision |
| --- | --- |
| Runtime | .NET 10 + CounterStrikeSharp.API 1.0.371 |
| Light entity | `light_barn` (`CBarnLight`), parented once |
| Position updates | Engine parenting; no per-tick teleport |
| Config | `IPluginConfig<FlashlightConfig>` with JSON config |
| Logging | Prefer `BasePlugin.Logger` |
| README | Fully updated for new runtime, behavior, config, build/test |
| Module version | 0.1.0 |
## Architecture
```
FlashlightPlugin (BasePlugin, IPluginConfig)
├── FlashlightConfig // JSON-backed settings + clamps
├── PlayerFlashlightState // per-player flags + entity handle
├── FlashlightService // create / parent / enable / destroy
└── FlashlightLogic // pure helpers (toggle, cooldown, offsets)
```
### Runtime flow
1. `OnConfigParsed` validates/clamps config.
2. `Load` registers `OnTick` (Use-key edge + cooldown only), game event handlers, and command `css_fl_toggle`.
3. When a player turns the light on:
- Create `CBarnLight` via `Utilities.CreateEntityByName<CBarnLight>("light_barn")`.
- Apply config (brightness, range, color, temperature, soft/skirt/size, cast shadows, direct light).
- Compute initial origin: pawn origin + eye Z offset + forward * `ForwardDistance`.
- `Teleport` once using `System.Numerics.Vector3` overloads (avoid legacy `Vector` allocs).
- `DispatchSpawn(CEntityKeyValues)` with `lightcookie` = configured path (default flashlight vtex).
- `AcceptInput("SetParent", pawn, …)` then `AcceptInput("SetParentAttachmentMaintainOffset", …, AttachmentName)`.
- Set `Enabled = true`.
4. When turned off: set `Enabled = false` and remove the entity (or disable and keep — prefer remove to avoid orphaned entities across pawn changes).
5. Cleanup on death, team change, disconnect, and plugin unload.
### Why not keep tick teleport?
Parenting follows view/attachment with far less managed work and no entity churn. Tick work is limited to scanning connected humans for Use-button edges and cooldown expiry.
## Config surface
File written/loaded by CSS config system (standard plugin config JSON).
| Key | Type | Default | Notes |
| --- | --- | --- | --- |
| `Enabled` | bool | `true` | Master switch |
| `AllowUseKey` | bool | `true` | Toggle via Use (`E`) |
| `ToggleCooldownSeconds` | float | `0.25` | Clamp ≥ 0 |
| `Brightness` | float | `1.0` | |
| `Range` | float | `2048` | Match CS2Fixes-style defaults |
| `ColorR` / `ColorG` / `ColorB` | byte | `255` | White |
| `ColorTemperature` | float | `6500` | |
| `CastShadows` | bool | `true` | Maps to `CastShadows` int |
| `SoftX` / `SoftY` | float | `1.0` | |
| `Skirt` | float | `0.5` | |
| `SkirtNear` | float | `1.0` | |
| `SizeX` / `SizeY` / `SizeZ` | float | `45` / `45` / `0.03` | `SizeParams` |
| `ForwardDistance` | float | `54` | Avoid AWP blocking beam |
| `StandEyeOffsetZ` | float | `64` | |
| `CrouchEyeOffsetZ` | float | `46` | Used at spawn time only |
| `AttachmentName` | string | `axis_of_intent` | Parent attachment |
| `LightCookie` | string | `materials/effects/lightcookies/flashlight.vtex` | |
Invalid values are clamped or rejected in `OnConfigParsed` with log warnings; plugin remains loadable when possible.
## Player state
Replace multiple `Dictionary<CCSPlayerController, …>` maps with one structure keyed by player slot (or controller), holding:
- `IsOn`
- `CanToggle`
- `Light` (`CBarnLight?`)
Crouch tracking for continuous Z updates is unnecessary once the light is parented; crouch offset is only applied at creation time. Optional: read duck state at spawn for initial Z only.
## Event / command behavior (unchanged UX)
- Use key toggles when `AllowUseKey` is true and cooldown allows.
- `css_fl_toggle` remains client-only command alternative.
- Flashlight turns off on death and spawn; entity cleaned on team change and disconnect.
- Bots ignored.
## Testing strategy
Full CSS entity lifecycle cannot be unit-tested without a game server. Extract and test pure logic:
1. Toggle state transitions and cooldown gating.
2. Config clamp helpers (range, cooldown, color channels).
3. Initial position offset calculation (stand/crouch Z + forward distance given basis vectors).
4. Enable/disable policy: when entity should be created vs destroyed.
Use xUnit on .NET 10. Keep Moq only if needed; prefer plain helpers over mocking CSS types.
## CI / packaging
- GitHub Actions: .NET 10 SDK, `dotnet restore`, `dotnet test`, release build on tags.
- Remove stale .NET 7 setup.
- Publish zip layout unchanged: `plugins/Flashlight/`.
## README updates
- Prerequisites: .NET 10, CSS 1.0.371+.
- Behavior: parented `light_barn`, Use + command.
- Config table with defaults.
- Build / test instructions.
- Changelog entry for 0.1.0 (API bump, performance rewrite, config, tests, CI).
## Out of scope
- Particle flashlight mode (CS2Fixes mode 2).
- Admin permissions / VIP-only flashlight.
- Client-side HUD indicators.
- Migrating to CounterStrikeSharp 2.0 alpha.
## Risks / mitigations
| Risk | Mitigation |
| --- | --- |
| Attachment name missing on some models | Configurable `AttachmentName`; fall back to parent-only if attachment input fails |
| `CEntityKeyValues` lightcookie path differs | Use CS2Fixes-proven path; document override |
| .NET 10 server prerequisite | Document clearly; MinimumApiVersion 371 |
| Parenting breaks on pawn swap | Recreate light on spawn; destroy on death/team |
## Success criteria
- Builds against CounterStrikeSharp.API 1.0.371 on net10.0.
- No entity create/spawn/teleport in the steady-state OnTick path.
- Config file generated and honored.
- Unit tests cover pure helpers and pass in CI.
- README matches shipped behavior and versions.