jRandomSkills/jRandomSkills - SRC Files/src/utils/SkillsInfo.cs
ByDexter 0033d1e13d 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.
2026-08-16 16:33:09 +03:00

208 lines
No EOL
8.3 KiB
C#

using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.Logging;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using src.player;
using System.Collections.Concurrent;
using System.Reflection;
using static src.jRandomSkills;
namespace src.utils
{
public static class SkillsInfo
{
private static readonly string configsFolder = Path.Combine(Instance.ModuleDirectory, "configs");
private static readonly string configPath = Path.Combine(configsFolder, "skillsInfo.json");
private static readonly object fileLock = new();
private static SkillsInfoModel config = LoadSkillsInfo();
public static SkillsInfoModel LoadedConfig => config;
private static SkillsInfoModel? _indexedConfig;
private static ConcurrentDictionary<string, DefaultSkillInfo> _byName = new();
private static readonly ConcurrentDictionary<(Type Type, string Key), MemberInfo?> _memberCache = new();
private static readonly ConcurrentDictionary<(DefaultSkillInfo Config, string Key, Type Target), object?> _valueCache = new();
public static SkillsInfoModel LoadSkillsInfo()
{
lock (fileLock)
{
var newConfig = new SkillsInfoModel();
if (!File.Exists(configPath))
{
Instance.Logger.LogInformation("Config file does not exist. Create a new skills info file...");
SaveConfig(newConfig);
return config = newConfig;
}
try
{
string json;
using (var fs = new FileStream(configPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
using (var sr = new StreamReader(fs))
json = sr.ReadToEnd();
var root = JsonConvert.DeserializeObject<JArray>(json);
if (root != null)
foreach (var skillObj in root)
{
var name = skillObj["Name"]?.ToString();
if (string.IsNullOrEmpty(name)) continue;
var instance = newConfig.FirstOrDefault(x => x.Name == name.ToString());
if (instance != null) JsonConvert.PopulateObject(skillObj.ToString(), instance);
}
}
catch
{
Instance.Logger.LogError("Error when loading the skills info file.");
}
return config = newConfig;
}
}
public static void SaveConfig(SkillsInfoModel config)
{
lock (fileLock)
{
try
{
Directory.CreateDirectory(configsFolder);
string json = JsonConvert.SerializeObject(config, Formatting.Indented);
string tempPath = $"{configPath}.temp";
File.WriteAllText(tempPath, json);
File.Copy(tempPath, configPath, overwrite: true);
File.Delete(tempPath);
}
catch
{
Instance.Logger.LogError("Error when saving the skills info file.");
}
}
}
public static DefaultSkillInfo? GetSkillConfig(Skills skill)
{
if (config == null) return null;
EnsureIndex();
return _byName.TryGetValue(SkillNames.Get(skill), out var skillConfig) ? skillConfig : null;
}
public static T GetValue<T>(object skill, string key)
{
if (config == null) return default!;
EnsureIndex();
if (!_byName.TryGetValue(skill.ToString()!, out var skillConfig) || skillConfig == null)
return default!;
object? cached = _valueCache.GetOrAdd((skillConfig, key, typeof(T)), k => Resolve(k.Config, k.Key, k.Target));
return cached == null ? default! : (T)cached;
}
private static object? Resolve(DefaultSkillInfo skillConfig, string key, Type targetType)
{
var member = _memberCache.GetOrAdd((skillConfig.GetType(), key), k =>
{
MemberInfo? m = k.Type.GetProperty(k.Key, BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase);
m ??= k.Type.GetField(k.Key, BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase);
return m;
});
object? value = member switch
{
PropertyInfo p => p.GetValue(skillConfig),
FieldInfo f => f.GetValue(skillConfig),
_ => null
};
if (value == null) return null;
Type? underlyingType = Nullable.GetUnderlyingType(targetType);
return Convert.ChangeType(value, underlyingType ?? targetType);
}
private static void EnsureIndex()
{
if (ReferenceEquals(_indexedConfig, config)) return;
var dict = new ConcurrentDictionary<string, DefaultSkillInfo>();
foreach (var s in config)
dict[s.Name] = s;
_byName = dict;
_indexedConfig = config;
_memberCache.Clear();
_valueCache.Clear();
}
public class SkillsInfoModel : ConcurrentBag<DefaultSkillInfo>
{
public string Name { get; set; } = "Default";
public SkillsInfoModel()
{
foreach (var skill in
Assembly.GetExecutingAssembly().GetTypes()
.Where(t => typeof(DefaultSkillInfo).IsAssignableFrom(t) && t.Name == "SkillConfig")
.Select(t =>
{
var ctor = t.GetConstructors().FirstOrDefault(c => c.GetParameters().All(p => p.IsOptional));
if (ctor == null) return null;
var args = ctor.GetParameters().Select(p => Type.Missing).ToArray();
return ctor.Invoke(args) as DefaultSkillInfo;
})
.Where(instance => instance != null)
.Cast<DefaultSkillInfo>())
Add(skill);
}
}
public class DefaultSkillInfo(Skills skill, bool active = true, string color = "#ffffff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, bool disableOnPistolRound = false)
{
public bool NeedsTeammates { get; set; } = needsTeammates;
public bool DisableOnFreezeTime { get; set; } = disableOnFreezeTime;
public bool DisableOnPistolRound { get; set; } = disableOnPistolRound;
public int OnlyTeam { get; set; } = (int)onlyTeam;
public string Color { get; set; } = color;
public bool Active { get; set; } = active;
public string Name { get; set; } = skill.ToString();
public float? HudDuration { get; set; } = hudDuration;
public float? DescriptionHudDuration { get; set; } = descriptionHudDuration;
public string RequiredPermission { get; set; } = requiredPermission;
public int MaxPerServer { get; set; } = maxPerServer;
public string Rarity { get; set; } = rarity.ToString();
}
}
public static class SkillNames
{
private static readonly string[] names = BuildNames();
private static string[] BuildNames()
{
var values = Enum.GetValues<Skills>();
int max = 0;
foreach (var value in values)
if ((int)value > max) max = (int)value;
var table = new string[max + 1];
foreach (var value in values)
table[(int)value] = value.ToString();
return table;
}
public static string Get(Skills skill)
{
int index = (int)skill;
if (index < 0 || index >= names.Length) return skill.ToString();
return names[index] ?? skill.ToString();
}
}
}