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
170 lines
No EOL
6.9 KiB
C#
170 lines
No EOL
6.9 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using System.Collections.Concurrent;
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namespace src.player.skills
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{
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public class Miner : ISkill
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{
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private const Skills skillName = Skills.Miner;
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private readonly static ConcurrentDictionary<uint, byte> nades = [];
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private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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nades.Clear();
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playersWithSkill.Clear();
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}
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public static void OnTick()
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{
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if (Server.TickCount % 10 != 0) return;
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float detonationRange = SkillsInfo.GetValue<float>(skillName, "detonationRange");
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float currentTime = Server.CurrentTime;
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foreach (var index in nades.Keys.ToList())
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{
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var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
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if (nade == null || !nade.IsValid || nade.AbsOrigin == null)
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{
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nades.TryRemove(index, out _);
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continue;
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}
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if (nade.CreateTime + 3 > currentTime) return;
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Vector currentPos = new(nade.AbsOrigin.X, nade.AbsOrigin.Y, nade.AbsOrigin.Z);
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foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != nade.TeamNum))
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{
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var enemyPawn = enemy.PlayerPawn.Value;
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if (enemyPawn == null || !enemyPawn.IsValid || enemyPawn.AbsOrigin == null) continue;
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Vector enemyPos = new(enemyPawn.AbsOrigin.X, enemyPawn.AbsOrigin.Y, enemyPawn.AbsOrigin.Z);
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double distance = SkillUtils.GetDistance(currentPos, enemyPos);
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if (distance <= detonationRange)
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{
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Detonate(nade);
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nades.TryRemove(index, out _);
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break;
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}
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}
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}
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}
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private static void Detonate(CBaseCSGrenadeProjectile grenade)
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{
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if (grenade == null || !grenade.IsValid || grenade.AbsOrigin == null) return;
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Vector position = grenade.AbsOrigin;
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position.Z += 60;
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grenade.Teleport(position);
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grenade.EmitSound("IncGrenade.Bounce_M");
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grenade.DetonateTime = Server.CurrentTime + .5f;
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Utilities.SetStateChanged(grenade, "CBaseGrenade", "m_flDetonateTime");
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}
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public static void OnEntitySpawned(CEntityInstance @event)
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{
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var name = @event.DesignerName;
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if (name != "hegrenade_projectile") return;
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var grenade = @event.As<CBaseCSGrenadeProjectile>();
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if (grenade == null || !grenade.IsValid) return;
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if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
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var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
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if (playerInfo?.Skill != skillName) return;
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nades.TryAdd(grenade.Index, 0);
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Server.NextWorldUpdate(() =>
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{
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if (grenade == null || !grenade.IsValid) return;
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grenade.DetonateTime = float.MaxValue;
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Utilities.SetStateChanged(grenade, "CBaseGrenade", "m_flDetonateTime");
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});
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill.TryAdd(player.Index, grenadeLimit);
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SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Weapon;
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if (weapon != "hegrenade") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem($"weapon_{weapon}");
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
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}
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#adf542", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float detonationRange = 130, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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public float DetonationRange { get; set; } = detonationRange;
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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} |