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
This commit is contained in:
ByDexter 2026-07-05 21:48:29 +03:00
parent a0f37ba1a1
commit 25cd8eb989
31 changed files with 202 additions and 79 deletions

View file

@ -21,10 +21,21 @@ namespace src.utils
{
public static class SkillUtils
{
private static readonly MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int> HEGrenadeProjectile_CreateFunc = new(GameData.GetSignature("HEGrenadeProjectile_CreateFunc"));
private static readonly MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int, int, CSmokeGrenadeProjectile> SmokeGrenadeProjectile_CreateFunc = new(GameData.GetSignature("SmokeGrenadeProjectile_CreateFunc"));
private static readonly MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint> TerminateRoundFunc = new(GameData.GetSignature("CCSGameRules_TerminateRound"));
private static readonly MemoryFunctionVoid<CBasePlayerPawn, QAngle> SnapViewAngles = new(GameData.GetSignature("SnapViewAngles"));
private static Lazy<T?> LazySig<T>(string name, Func<string, T> factory) where T : class =>
new(() =>
{
try { return factory(GameData.GetSignature(name)); }
catch (Exception ex) { Server.PrintToConsole($"[jRandomSkills] gamedata signature '{name}' could not be resolved: {ex.Message}"); return null; }
});
private static readonly Lazy<MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int>?> HEGrenadeProjectile_CreateFunc =
LazySig<MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int>>("HEGrenadeProjectile_CreateFunc", s => new(s));
private static readonly Lazy<MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int, int, CSmokeGrenadeProjectile>?> SmokeGrenadeProjectile_CreateFunc =
LazySig<MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int, int, CSmokeGrenadeProjectile>>("SmokeGrenadeProjectile_CreateFunc", s => new(s));
private static readonly Lazy<MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint>?> TerminateRoundFunc =
LazySig<MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint>>("CCSGameRules_TerminateRound", s => new(s));
private static readonly Lazy<MemoryFunctionVoid<CBasePlayerPawn, QAngle>?> SnapViewAngles =
LazySig<MemoryFunctionVoid<CBasePlayerPawn, QAngle>>("SnapViewAngles", s => new(s));
// private static readonly int collisionRulesChangedOffset = GameData.GetOffset("CBaseEntity_CollisionRulesChanged");
public static void PrintToChat(CCSPlayerController player, string? msg, string border = "tb", string? title = null)
@ -74,6 +85,8 @@ namespace src.utils
weapon.Value.Clip1 = ammo;
Utilities.SetStateChanged(weapon.Value, "CBasePlayerWeapon", "m_iClip1");
if (ammo == 1) return;
jRandomSkills.Instance.AddTimer(.1f, () =>
{
if (weapon == null || !weapon.IsValid || weapon.Value == null || !weapon.Value.IsValid) return;
@ -169,7 +182,7 @@ namespace src.utils
public static void Look(this CBasePlayerPawn pawn, QAngle angle)
{
if (pawn == null || !pawn.IsValid) return;
SnapViewAngles.Invoke(pawn, angle);
SnapViewAngles.Value?.Invoke(pawn, angle);
}
public static CBeam? CreateLine(Vector start, Vector end, Color color, uint ownerPlayerIndex = EntityManager.SystemOwnerIndex)
@ -264,12 +277,12 @@ namespace src.utils
public static void CreateHEGrenadeProjectile(Vector pos, QAngle angle, Vector vel, int teamNum)
{
HEGrenadeProjectile_CreateFunc.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 44, teamNum);
HEGrenadeProjectile_CreateFunc.Value?.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 44, teamNum);
}
public static void CreateSmokeGrenadeProjectile(Vector pos, QAngle angle, Vector vel, int teamNum)
{
SmokeGrenadeProjectile_CreateFunc.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 45, teamNum);
SmokeGrenadeProjectile_CreateFunc.Value?.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 45, teamNum);
}
public static bool TakeHealth(CCSPlayerPawn? pawn, int damage)
@ -320,7 +333,7 @@ namespace src.utils
return EntityManager.CreateTrackedTrigger(ownerPlayerIndex, name, radius, pos);
}
public static void ForceFullUpdate(CCSPlayerController player, List<(uint PlayerIndex, QAngle LastAngle)>? batchList = null)
public static void ForceFullUpdate(CCSPlayerController player, List<(uint PlayerIndex, QAngle LastAngle)>? batchList = null, INetworkGameServer? networkGameServer = null)
{
if (player == null || !player.IsValid) return;
@ -329,14 +342,15 @@ namespace src.utils
QAngle lastAngle = new(pawn.V_angle.X, pawn.V_angle.Y, pawn.V_angle.Z);
INetworkServerService networkServerService = new();
INetworkGameServer networkGameServer = networkServerService.GetIGameServer();
networkGameServer ??= new INetworkServerService().GetIGameServer();
var client = networkGameServer.GetClientBySlot(player.Slot);
if (client == null) return;
client.ForceFullUpdate();
if (lastAngle.Y == 0) return;
// Only skip the angle restore when the captured view is a spawn-time (0,0,0) placeholder;
// a genuine angle with a single zero component (e.g. yaw exactly 0) must still be restored.
if (lastAngle.X == 0 && lastAngle.Y == 0 && lastAngle.Z == 0) return;
uint playerIndex = player.Index;
@ -368,8 +382,9 @@ namespace src.utils
lastForceFullUpdateAll = tickCount;
var playersToRestore = new List<(uint PlayerIndex, QAngle LastAngle)>();
INetworkGameServer networkGameServer = new INetworkServerService().GetIGameServer();
foreach (var player in Utilities.GetPlayers())
ForceFullUpdate(player, playersToRestore);
ForceFullUpdate(player, playersToRestore, networkGameServer);
if (playersToRestore.Count <= 0) return;
@ -639,7 +654,7 @@ namespace src.utils
{
if (jRandomSkills.Instance == null || jRandomSkills.Instance.GameRules == null) return;
UpdateServerTeamScores(ctScore, tScore);
TerminateRoundFunc.Invoke(jRandomSkills.Instance.GameRules.Handle, 5f, roundEndReason, 0, 0);
TerminateRoundFunc.Value?.Invoke(jRandomSkills.Instance.GameRules.Handle, 5f, roundEndReason, 0, 0);
}
public static void TerminateRound(CsTeam winnerTeam)