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

@ -10,9 +10,14 @@ namespace src.utils
private static readonly string configPath = Path.Combine(configsFolder, "config.json");
private static readonly object fileLock = new();
private static DebugCategory debugFlags;
private static SettingsModel config = LoadConfig();
public static SettingsModel LoadedConfig => config;
public static DebugCategory DebugFlags => debugFlags;
public static bool DebugEnabled(DebugCategory category) => (debugFlags & category) != 0;
public static SettingsModel LoadConfig()
{
lock (fileLock)
@ -23,6 +28,7 @@ namespace src.utils
{
Instance.Logger.LogInformation("Config file does not exist. Create a new config file...");
SaveConfig(newConfig);
debugFlags = DebugCategories.Parse(newConfig.DebugMode);
return config = newConfig;
}
@ -34,7 +40,7 @@ namespace src.utils
json = sr.ReadToEnd();
newConfig = JsonConvert.DeserializeObject<SettingsModel>(json) ?? new SettingsModel();
if (IsSectionMissing(json, nameof(SettingsModel.Weapons)))
if (HasMissingKeys(json) || IsLegacyDebugMode(json))
SaveConfig(newConfig);
}
catch
@ -44,15 +50,36 @@ namespace src.utils
if (newConfig.DisplayAlwaysDescription)
newConfig.SkillDescriptionDuration = 9999;
debugFlags = DebugCategories.Parse(newConfig.DebugMode);
return config = newConfig;
}
}
private static bool IsSectionMissing(string json, string section)
private static bool HasMissingKeys(string json)
{
try
{
return Newtonsoft.Json.Linq.JObject.Parse(json)[section] == null;
var current = Newtonsoft.Json.Linq.JObject.Parse(json);
var expected = Newtonsoft.Json.Linq.JObject.FromObject(new SettingsModel());
foreach (var property in expected.Properties())
if (current[property.Name] == null) return true;
return false;
}
catch
{
return false;
}
}
private static bool IsLegacyDebugMode(string json)
{
try
{
var token = Newtonsoft.Json.Linq.JObject.Parse(json)[nameof(SettingsModel.DebugMode)];
return token != null && token.Type == Newtonsoft.Json.Linq.JTokenType.Boolean;
}
catch
{
@ -93,7 +120,8 @@ namespace src.utils
public bool EnableBotSkills { get; set; }
public bool EnableBotKickDebug { get; set; }
public bool EnableFullForceUpdate { get; set; }
public bool DebugMode { get; set; }
[JsonConverter(typeof(DebugModeConverter))]
public int DebugMode { get; set; }
public bool PerfMode { get; set; }
public string? AlternativeSkillButton { get; set; }
public float SkillTimeBeforeStart { get; set; }
@ -126,7 +154,7 @@ namespace src.utils
EnableBotSkills = true;
EnableBotKickDebug = false;
EnableFullForceUpdate = false;
DebugMode = false;
DebugMode = 0;
PerfMode = false;
AlternativeSkillButton = null;
SkillTimeBeforeStart = 7;