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