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.
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29 changed files with 634 additions and 251 deletions
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@ -10,9 +10,14 @@ namespace src.utils
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private static readonly string configPath = Path.Combine(configsFolder, "config.json");
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private static readonly object fileLock = new();
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private static DebugCategory debugFlags;
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private static SettingsModel config = LoadConfig();
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public static SettingsModel LoadedConfig => config;
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public static DebugCategory DebugFlags => debugFlags;
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public static bool DebugEnabled(DebugCategory category) => (debugFlags & category) != 0;
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public static SettingsModel LoadConfig()
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{
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lock (fileLock)
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@ -23,6 +28,7 @@ namespace src.utils
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{
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Instance.Logger.LogInformation("Config file does not exist. Create a new config file...");
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SaveConfig(newConfig);
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debugFlags = DebugCategories.Parse(newConfig.DebugMode);
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return config = newConfig;
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}
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@ -34,7 +40,7 @@ namespace src.utils
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json = sr.ReadToEnd();
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newConfig = JsonConvert.DeserializeObject<SettingsModel>(json) ?? new SettingsModel();
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if (IsSectionMissing(json, nameof(SettingsModel.Weapons)))
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if (HasMissingKeys(json) || IsLegacyDebugMode(json))
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SaveConfig(newConfig);
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}
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catch
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@ -44,15 +50,36 @@ namespace src.utils
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if (newConfig.DisplayAlwaysDescription)
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newConfig.SkillDescriptionDuration = 9999;
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debugFlags = DebugCategories.Parse(newConfig.DebugMode);
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return config = newConfig;
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}
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}
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private static bool IsSectionMissing(string json, string section)
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private static bool HasMissingKeys(string json)
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{
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try
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{
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return Newtonsoft.Json.Linq.JObject.Parse(json)[section] == null;
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var current = Newtonsoft.Json.Linq.JObject.Parse(json);
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var expected = Newtonsoft.Json.Linq.JObject.FromObject(new SettingsModel());
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foreach (var property in expected.Properties())
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if (current[property.Name] == null) return true;
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return false;
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}
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catch
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{
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return false;
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}
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}
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private static bool IsLegacyDebugMode(string json)
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{
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try
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{
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var token = Newtonsoft.Json.Linq.JObject.Parse(json)[nameof(SettingsModel.DebugMode)];
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return token != null && token.Type == Newtonsoft.Json.Linq.JTokenType.Boolean;
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}
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catch
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{
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@ -93,7 +120,8 @@ namespace src.utils
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public bool EnableBotSkills { get; set; }
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public bool EnableBotKickDebug { get; set; }
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public bool EnableFullForceUpdate { get; set; }
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public bool DebugMode { get; set; }
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[JsonConverter(typeof(DebugModeConverter))]
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public int DebugMode { get; set; }
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public bool PerfMode { get; set; }
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public string? AlternativeSkillButton { get; set; }
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public float SkillTimeBeforeStart { get; set; }
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@ -126,7 +154,7 @@ namespace src.utils
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EnableBotSkills = true;
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EnableBotKickDebug = false;
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EnableFullForceUpdate = false;
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DebugMode = false;
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DebugMode = 0;
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PerfMode = false;
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AlternativeSkillButton = null;
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SkillTimeBeforeStart = 7;
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