v1.2.2.b6
Performance & stability pass (issue #34 + audit) General: - DisableAll resets only skills active in the previous round instead of all loaded skills (~89ms -> ~5ms) - Removed per-tick LINQ/allocations, O(1) HUD skill lookups, translation substitutions moved to load time - ForceFullUpdate creates the network service once per broadcast; view-angle guard only skips a genuine (0,0,0) placeholder - Debug hooks/logging only active when DebugMode is enabled (single reused writer) - Player skill state unified to a single collection (fixes a rare disconnect race) - Gamedata signatures resolved lazily/isolated; hardened tick/transmit paths against invalid handles - Description HUD honours always-show / -1 duration consistently across all assignment paths Skills: - Jester: fixed the no-damage effect leaking after a mid-round skill change (Thief/Deactivator) - Jackal: fixed trail entities accumulating over a round - Falcon Eye / Third Eye / Spectator: camera state cleared on disable Also: added missing translation keys as untranslated markers across language files. Fixes #34
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31 changed files with 202 additions and 79 deletions
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@ -417,22 +417,50 @@ namespace src.player
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}
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}
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private static readonly Dictionary<Skills, string> _skillNames =
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Enum.GetValues<Skills>().ToDictionary(s => s, s => s.ToString());
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private static readonly HashSet<Skills> _activeSkillsSet = [];
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private static readonly List<Skills> _activeSkillsList = [];
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private static readonly Comparison<Skills> _tickOrderCmp = (a, b) => TickOrder(a).CompareTo(TickOrder(b));
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private static HashSet<Skills>? _freezeDisabledSkills;
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// AreaReaper and ChillOut depend on other skills' tick results, so they must tick last.
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private static int TickOrder(Skills s) => s == Skills.AreaReaper ? 2 : s == Skills.ChillOut ? 1 : 0;
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private static HashSet<Skills> BuildFreezeDisabledSkills()
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{
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var set = new HashSet<Skills>();
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foreach (var s in SkillData.Skills)
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if (SkillsInfo.GetValue<bool>(s.Skill, "disableOnFreezeTime"))
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set.Add(s.Skill);
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return set;
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}
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public static void InvalidateFreezeDisabledCache() => _freezeDisabledSkills = null;
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private static void OnTick()
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{
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lock (setLock)
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{
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var activeSkills = Instance.SkillPlayer
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.Where(p => !p.IsDrawing)
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.Select(p => p.Skill)
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.Distinct()
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.OrderBy(skill => skill.ToString() == "AreaReaper")
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.ThenBy(skill => skill.ToString() == "ChillOut");
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_activeSkillsSet.Clear();
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_activeSkillsList.Clear();
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foreach (var p in Instance.SkillPlayer)
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{
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if (p.IsDrawing) continue;
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if (_activeSkillsSet.Add(p.Skill))
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_activeSkillsList.Add(p.Skill);
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}
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foreach (var skill in activeSkills)
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if (SkillsInfo.GetValue<bool>(skill, "disableOnFreezeTime") && SkillUtils.IsFreezeTime())
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continue;
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else
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Instance.SkillAction(skill.ToString(), "OnTick");
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_activeSkillsList.Sort(_tickOrderCmp);
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bool freeze = SkillUtils.IsFreezeTime();
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_freezeDisabledSkills ??= BuildFreezeDisabledSkills();
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foreach (var skill in _activeSkillsList)
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{
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if (freeze && _freezeDisabledSkills.Contains(skill)) continue;
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Instance.SkillAction(_skillNames[skill], "OnTick");
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}
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}
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}
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@ -466,7 +494,6 @@ namespace src.player
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DisplayHUD = true,
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SkillUsed = false,
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};
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Instance.SkillPlayer.Add(playerInfo);
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PlayerManager.Register(playerInfo);
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}
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}
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@ -502,8 +529,6 @@ namespace src.player
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Instance.SkillAction(skillPlayer.Skill.ToString(), "DisableSkill", [player]);
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var items = Instance.SkillPlayer.ToList();
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Instance.SkillPlayer = [.. items.Where(p => p.PlayerIndex != player.Index)];
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PlayerManager.UnregisterPlayer(player.Index);
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EntityManager.DestroyPlayerEntities(player.Index);
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@ -606,6 +631,10 @@ namespace src.player
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) continue;
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ActiveSkillsThisRound.TryAdd(playerInfo.Skill.ToString(), 0);
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if (playerInfo.SpecialSkill != noneSkill.Skill)
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ActiveSkillsThisRound.TryAdd(playerInfo.SpecialSkill.ToString(), 0);
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Instance.SkillAction(playerInfo.Skill.ToString(), "DisableSkill", [player]);
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playerInfo.Skill = noneSkill.Skill;
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@ -617,8 +646,9 @@ namespace src.player
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RestorePlayer(player);
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}
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foreach (var skill in SkillData.Skills)
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Instance.SkillAction(skill.Skill.ToString(), "NewRound");
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foreach (var skillName in ActiveSkillsThisRound.Keys)
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Instance.SkillAction(skillName, "NewRound");
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ActiveSkillsThisRound.Clear();
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}
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}
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@ -649,6 +679,7 @@ namespace src.player
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EntityManager.DestroyAllTracked();
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foreach (var skill in SkillData.Skills)
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Instance.SkillAction(skill.Skill.ToString(), "NewRound");
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ActiveSkillsThisRound.Clear();
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playersSkills.Clear();
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staticSkills.Clear();
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@ -657,7 +688,6 @@ namespace src.player
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tSkill = noneSkill;
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allSkill = noneSkill;
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Instance.SkillPlayer.Clear();
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PlayerManager.Clear();
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ConVar.Find("sv_legacy_jump")?.SetValue("1");
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@ -1113,7 +1143,7 @@ namespace src.player
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{player.GetSkillName(randomSkill.Skill)}\".");
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skillPlayer.SkillDescriptionHudExpired = DateTime.Now.AddSeconds(Config.LoadedConfig.SkillDescriptionDuration);
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skillPlayer.SkillDescriptionHudExpired = Config.LoadedConfig.SkillDescriptionDuration == -1 ? DateTime.MaxValue : DateTime.Now.AddSeconds(Config.LoadedConfig.SkillDescriptionDuration);
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}
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}
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