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feat: Update to latest CS2/CSS API and .NET 8.0
- Update TargetFramework from net7.0 to net8.0 - Update CounterStrikeSharp.API from 1.0.126 to 1.0.363 - Update MinimumApiVersion from 126 to 363 - Bump ModuleVersion to 0.0.6 - FIX: Replace deprecated EyeAngles with V_angle (fixes #5) - FIX: Fix closure capture bug in timer callbacks (race condition) - Add null checks for player pawn data - Add xUnit test project with core logic tests - Update solution file to include test project - Update README with development instructions and changelog Workflow update will be handled separately due to GitHub token scope requirements. This update ensures compatibility with the latest Counter-Strike 2 and CounterStrikeSharp API versions.
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6 changed files with 238 additions and 21 deletions
29
Flashlight.Tests/Flashlight.Tests.csproj
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Flashlight.Tests/Flashlight.Tests.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<IsPackable>false</IsPackable>
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<IsTestProject>true</IsTestProject>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
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<PackageReference Include="xunit" Version="2.6.2" />
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<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4">
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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<PrivateAssets>all</PrivateAssets>
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</PackageReference>
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<PackageReference Include="coverlet.collector" Version="6.0.0">
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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<PrivateAssets>all</PrivateAssets>
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</PackageReference>
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<PackageReference Include="Moq" Version="4.20.69" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="../Flashlight/Flashlight.csproj" />
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</ItemGroup>
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</Project>
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141
Flashlight.Tests/FlashlightLogicTests.cs
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Flashlight.Tests/FlashlightLogicTests.cs
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using Xunit;
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namespace Flashlight.Tests;
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public class FlashlightLogicTests
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{
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[Fact]
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public void FlashlightState_TogglesCorrectly()
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{
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// Test the core logic of flashlight state toggling
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var playerKey = "test_player_1";
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var flashlightState = new Dictionary<string, bool>();
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// Initial state should be off
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flashlightState[playerKey] = false;
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Assert.False(flashlightState[playerKey]);
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// Toggle on
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flashlightState[playerKey] = !flashlightState[playerKey];
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Assert.True(flashlightState[playerKey]);
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// Toggle off
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flashlightState[playerKey] = !flashlightState[playerKey];
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Assert.False(flashlightState[playerKey]);
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}
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[Fact]
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public void FlashlightState_TracksMultiplePlayers()
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{
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var playerStates = new Dictionary<string, bool>();
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var player1 = "player_1";
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var player2 = "player_2";
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var player3 = "player_3";
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// Initialize all off
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playerStates[player1] = false;
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playerStates[player2] = false;
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playerStates[player3] = false;
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// Toggle player 1 on
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playerStates[player1] = !playerStates[player1];
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Assert.True(playerStates[player1]);
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Assert.False(playerStates[player2]);
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Assert.False(playerStates[player3]);
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// Toggle player 2 on
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playerStates[player2] = !playerStates[player2];
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Assert.True(playerStates[player1]);
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Assert.True(playerStates[player2]);
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Assert.False(playerStates[player3]);
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}
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[Fact]
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public void ToggleCooldown_PreventsRapidToggling()
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{
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// Simulate the cooldown mechanism
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var canToggle = true;
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// First toggle - should work
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Assert.True(canToggle);
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canToggle = false; // Simulate setting cooldown
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// Second toggle - should be blocked
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Assert.False(canToggle);
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// After cooldown expires
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canToggle = true;
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Assert.True(canToggle);
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}
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[Fact]
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public void CrouchState_UpdatesCorrectly()
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{
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var isCrouching = false;
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var buttons = 0;
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const int DuckButton = 1 << 2; // Typical duck button bit
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// Not crouching initially
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Assert.False(isCrouching);
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// Press duck button
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buttons |= DuckButton;
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if ((buttons & DuckButton) != 0)
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{
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isCrouching = true;
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}
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Assert.True(isCrouching);
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// Release duck button
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buttons &= ~DuckButton;
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if ((buttons & DuckButton) == 0)
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{
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isCrouching = false;
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}
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Assert.False(isCrouching);
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}
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[Fact]
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public void LightPosition_CalculatesCrouchOffsetCorrectly()
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{
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// Test the position calculation logic
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var baseZ = 100f;
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var standOffset = 64.03f;
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var crouchOffset = 46.03f;
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// Standing position
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var standPosition = baseZ + standOffset;
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Assert.Equal(164.03f, standPosition);
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// Crouching position
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var crouchPosition = baseZ + crouchOffset;
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Assert.Equal(146.03f, crouchPosition);
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}
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[Fact]
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public void FlashlightEntity_Management()
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{
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// Test entity tracking dictionary behavior
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var playerEntities = new Dictionary<string, FakeLightEntity>();
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var playerKey = "test_player";
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// No entity initially
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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// Add entity
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var light = new FakeLightEntity { IsValid = true };
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playerEntities[playerKey] = light;
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Assert.True(playerEntities.TryGetValue(playerKey, out var retrieved));
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Assert.True(retrieved?.IsValid);
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// Remove entity
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playerEntities.Remove(playerKey);
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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}
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private class FakeLightEntity
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{
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public bool IsValid { get; set; }
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public void Remove() => IsValid = false;
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}
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}
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