v1.2.3.b7

## Shared Systems

* **DecoyTracker** - owner-aware decoy tracking shared by FrozenDecoy, GravityDecoy and MagneticDecoy, replacing the per-skill position dictionaries.
* **DebugCategory** - new flag enum backing the numeric `DebugMode`, with automatic migration from the old boolean value.
* **SkillsInfo.GetSkillConfig** - indexed skill config lookup replacing the linear scan used by draws and HUD rendering.
* **SkillNames** - cached enum name table, removing repeated `ToString()` calls from the draw path.
* **SkillUtils.HideCarriedEntities** - shared carried-weapon resolution for C4Camouflage, Ghost and Ninja.

## Performance

* **Skill draw** - replaced the O(n²) config lookup; rounds exceeding the perf threshold dropped from 89% to 0.3%.
* **CheckTransmit** - the weapon chain is now resolved once per hidden pawn instead of once per receiver; Ghost cost down 61%.
* **Pilot** - the exhaust trail is paused and resumed instead of being destroyed and recreated on every jump release.
* **MagneticDecoy** - config reads and the pawn list are hoisted out of the per-decoy loop.
* **FrozenDecoy** - config reads are hoisted out of the per-tick loop.
* **Debug** - the damage hook is only installed when damage logging is enabled.

## Fixes

* **PsychicDefusing** - can no longer finish a defuse and award an extra round after the round has already ended.
* **Spectator** - now picks a different enemy on each activation and no longer creates an unused camera prop every time the skill is switched off.
* **Random** - replaced the shared `Random` instance with `Random.Shared`, preventing degenerate results from concurrent use.
* **Baseball** - decoys are removed when their owner dies or loses the skill.
* **FrozenDecoy, GravityDecoy, MagneticDecoy** - decoys and their ground rings are removed when the skill is taken away.
* **ThirdEye** - fixed the camera check dereferencing a missing `CameraServices`, and the door toggle now verifies the entity class before casting.
* **Round start** - fixed `[gamerules unavailable]` appearing on the first freeze-time end after every map change.
* **Config** - added migration for keys missing from existing configuration files.

## Menu

* **WASDMenuAPI** - fixed a malformed `<font>` tag that wrapped every non-hovered menu row in an unclosed attribute.
* **WSAD menu** - the controls line is no longer dropped when the header line is hidden.
* **HtmlHudCustomisation** - line size options left empty now hide their line instead of emitting an invalid font class.

## Debug

* **DebugMode** - changed from a boolean to a number with concatenated category digits: `1` Skill, `2` Round, `3` Entity, `4` Damage. `123` enables Skill, Round and Entity. `0` disables logging. Existing `true` values migrate automatically.
* **EntityManager** - entity creation, destruction and failures are now logged under the Entity category instead of the server console.
* Startup now reports which debug categories are active.
This commit is contained in:
ByDexter 2026-08-16 16:33:09 +03:00
parent 5c65f4ac71
commit 0033d1e13d
29 changed files with 634 additions and 251 deletions

View file

@ -27,27 +27,31 @@ namespace src.player
bool ignoreMax = gameMode == Config.GameModes.SameSkills || gameMode == Config.GameModes.TeamSkills;
const int attempts = 6;
var filtered = new List<jSkill_SkillInfo>(candidates.Count);
for (int attempt = 0; attempt < attempts; attempt++)
{
var (roll, rolled) = RarityManager.RollRarity();
string rolledName = rolled.ToString();
var filtered = candidates.Where(s =>
filtered.Clear();
foreach (var s in candidates)
{
if (s == null) return false;
var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == s.Skill.ToString());
if (def == null) return false;
if (s == null) continue;
var def = SkillsInfo.GetSkillConfig(s.Skill);
if (def == null) continue;
if (!string.Equals(def.Rarity ?? string.Empty, rolled.ToString(), StringComparison.OrdinalIgnoreCase))
return false;
if (!string.Equals(def.Rarity ?? string.Empty, rolledName, StringComparison.OrdinalIgnoreCase))
continue;
if (!ignoreMax && def.MaxPerServer >= 0)
{
int current = assignmentCounts.TryGetValue(s.Skill, out var c) ? c : 0;
if (current >= def.MaxPerServer) return false;
if (current >= def.MaxPerServer) continue;
}
return true;
}).ToList();
filtered.Add(s);
}
if (filtered.Count > 0)
return filtered[Random.Shared.Next(filtered.Count)];
@ -55,7 +59,7 @@ namespace src.player
var fallback = candidates.Where(s =>
{
var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == s.Skill.ToString());
var def = SkillsInfo.GetSkillConfig(s.Skill);
if (def == null) return true;
if (ignoreMax) return true;
if (def.MaxPerServer < 0) return true;
@ -361,11 +365,11 @@ namespace src.player
if (pick.Skill == Skills.None) return true;
if (!SkillData.Skills.Any(s => s.Skill == pick.Skill)) return false;
string name = pick.Skill.ToString();
string name = SkillNames.Get(pick.Skill);
if (player.Team == CsTeam.Terrorist && counterterroristSkills.Any(s => s.Name == name)) return false;
if (player.Team == CsTeam.CounterTerrorist && terroristSkills.Any(s => s.Name == name)) return false;
var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == name);
var def = SkillsInfo.GetSkillConfig(pick.Skill);
if (def == null) return false;
if (def.DisableOnPistolRound && SkillUtils.IsPistolRound()) return false;
if (def.NeedsTeammates && validPlayers.Count(p => p.Team == player.Team) == 1) return false;
@ -557,18 +561,18 @@ namespace src.player
if (playerTarget == null || !playerTarget.IsValid) return;
if (PlayerManager.GetPlayerByIndex(playerTarget!.Index)?.Skill != randomSkill.Skill) return;
Debug.WriteToDebug("Enabling skill after freeze time: " + randomSkill.Skill);
Debug.WriteToDebug("Enabling skill after freeze time: " + randomSkill.Skill, DebugCategory.Skill);
Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [playerTarget]);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
else
{
if (PlayerManager.GetPlayerByIndex(playerTarget!.Index)?.Skill != randomSkill.Skill) return;
Debug.WriteToDebug("Enabling skill: " + randomSkill.Skill);
Debug.WriteToDebug("Enabling skill: " + randomSkill.Skill, DebugCategory.Skill);
Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [playerTarget]);
}
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{player.GetSkillName(randomSkill.Skill)}\".");
Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{SkillNames.Get(randomSkill.Skill)}\".", DebugCategory.Skill);
UpdateSkillHudExpired(skillPlayer, randomSkill.Skill);
if (Config.LoadedConfig.TeamMateSkillChatInfo)
@ -714,7 +718,7 @@ namespace src.player
Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [player]);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{player.GetSkillName(randomSkill.Skill)}\".");
Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{SkillNames.Get(randomSkill.Skill)}\".", DebugCategory.Skill);
UpdateSkillHudExpired(skillPlayer, randomSkill.Skill);
}
}