Add optional full force client update path
- Updated markdown files. - Added FullForceUpdate as an optional feature. - Jester: Fixes crashes that occur when a skill is being disabled.
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20 changed files with 353 additions and 28 deletions
107
jRandomSkills - SRC Files/src/utils/CServerSideClient.cs
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107
jRandomSkills - SRC Files/src/utils/CServerSideClient.cs
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// https://discord.com/channels/1160907911501991946/1508172390863994910/1508180670659166348
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory;
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namespace jRandomSkills.src.utils
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{
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#region Native Structs
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct CUtlMemory<T> where T : unmanaged
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{
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public T* m_pMemory;
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public int m_nAllocationCount;
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public int m_nGrowSize;
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}
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct CUtlVector<T> where T : unmanaged
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{
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public int m_Size;
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public CUtlMemory<T> m_Memory;
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public int Count => m_Size;
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public ref T Element(int index)
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{
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if (index < 0 || index >= m_Size)
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throw new IndexOutOfRangeException();
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if (m_Memory.m_pMemory == null)
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throw new NullReferenceException("m_pMemory is null. The vector is empty or the GameData offset is outdated.");
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return ref m_Memory.m_pMemory[index];
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}
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}
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#endregion
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#region Network Services
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public class INetworkServerService : NativeObject
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{
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private readonly VirtualFunctionWithReturn<nint, nint> GetIGameServerFunc;
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public INetworkServerService() : base(NativeAPI.GetValveInterface(0, "NetworkServerService_001"))
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{
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GetIGameServerFunc = new VirtualFunctionWithReturn<nint, nint>(Handle, GameData.GetOffset("INetworkServerService_GetIGameServer"));
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}
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public INetworkGameServer GetIGameServer()
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{
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return new INetworkGameServer(GetIGameServerFunc.Invoke(Handle));
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}
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}
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public unsafe class INetworkGameServer(nint ptr) : NativeObject(ptr)
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{
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private static readonly int SlotsOffset = GameData.GetOffset("INetworkGameServer_Slots");
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private ref CUtlVector<nint> Slots => ref Unsafe.AsRef<CUtlVector<nint>>((void*)(Handle + SlotsOffset));
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public CServerSideClient? GetClientBySlot(int slot)
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{
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if (Handle == nint.Zero)
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return null;
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if (slot < 0 || slot >= Slots.Count || Slots.m_Memory.m_pMemory == null)
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return null;
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var ptr = Slots.Element(slot);
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if (ptr == nint.Zero)
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return null;
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return new CServerSideClient(ptr);
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}
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}
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#endregion
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#region CServerSideClient
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public unsafe class CServerSideClient(nint ptr) : NativeObject(ptr)
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{
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private static readonly int m_nDeltaTick = GameData.GetOffset("CServerSideClient_m_nDeltaTick");
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private ref T Field<T>(int offset) where T : unmanaged
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{
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return ref Unsafe.AsRef<T>((void*)(Handle + offset));
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}
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public int DeltaTick
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{
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get => Field<int>(m_nDeltaTick);
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set => Field<int>(m_nDeltaTick) = value;
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}
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public void ForceFullUpdate() => DeltaTick = -1;
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}
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#endregion
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}
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@ -79,6 +79,7 @@ namespace src.utils
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public bool SummaryAfterTheRound { get; set; }
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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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public bool PerfMode { get; set; }
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public string? AlternativeSkillButton { get; set; }
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@ -107,6 +108,7 @@ namespace src.utils
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SummaryAfterTheRound = true;
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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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PerfMode = false;
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AlternativeSkillButton = null;
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@ -333,6 +333,79 @@ namespace src.utils
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return EntityManager.CreateTrackedTrigger(ownerPlayerIndex, name, radius, pos);
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}
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public static void ForceFullUpdate(CCSPlayerController player, List<(uint PlayerIndex, QAngle LastAngle)>? batchList = null, INetworkGameServer? networkGameServer = null)
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{
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if (!Config.LoadedConfig.EnableFullForceUpdate) return;
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if (player == null || !player.IsValid) return;
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var pawn = player.PlayerPawn?.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
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QAngle lastAngle = new(pawn.V_angle.X, pawn.V_angle.Y, pawn.V_angle.Z);
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networkGameServer ??= new INetworkServerService().GetIGameServer();
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var client = networkGameServer.GetClientBySlot(player.Slot);
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if (client == null) return;
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client.ForceFullUpdate();
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// Only skip the angle restore when the captured view is a spawn-time (0,0,0) placeholder;
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// a genuine angle with a single zero component (e.g. yaw exactly 0) must still be restored.
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if (lastAngle.X == 0 && lastAngle.Y == 0 && lastAngle.Z == 0) return;
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uint playerIndex = player.Index;
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if (batchList != null)
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{
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batchList.Add((playerIndex, lastAngle));
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return;
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}
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jRandomSkills.Instance.AddTickTimer(3, () =>
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{
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var target = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (target == null || !target.IsValid) return;
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var targetPawn = target.PlayerPawn?.Value;
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if (targetPawn == null || !targetPawn.IsValid || targetPawn.AbsOrigin == null) return;
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targetPawn.Look(lastAngle);
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});
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}
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private static int lastForceFullUpdateAll = int.MinValue;
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public static void ForceFullUpdateToAll()
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{
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if (!Config.LoadedConfig.EnableFullForceUpdate) return;
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int tickCount = Server.TickCount;
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if (tickCount == lastForceFullUpdateAll) return;
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lastForceFullUpdateAll = tickCount;
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var playersToRestore = new List<(uint PlayerIndex, QAngle LastAngle)>();
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INetworkGameServer networkGameServer = new INetworkServerService().GetIGameServer();
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foreach (var player in Utilities.GetPlayers())
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ForceFullUpdate(player, playersToRestore, networkGameServer);
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if (playersToRestore.Count <= 0) return;
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jRandomSkills.Instance.AddTickTimer(3, () =>
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{
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foreach (var item in playersToRestore)
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{
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var target = Utilities.GetPlayerFromIndex((int)item.PlayerIndex);
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if (target == null || !target.IsValid) continue;
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var targetPawn = target.PlayerPawn?.Value;
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if (targetPawn == null || !targetPawn.IsValid || targetPawn.AbsOrigin == null) continue;
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targetPawn.Look(item.LastAngle);
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}
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});
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}
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public static bool SetHealth(CCSPlayerPawn? pawn, int newHealth, int? maxHealth = null)
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{
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if (pawn == null || !pawn.IsValid)
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