fix(gameplay): fix weather GPU rain, volumetric fog, outfit hiding, character switch handoff, combat cooldowns, and map warp
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@@ -38,13 +38,27 @@ internal sealed partial class GameRouter
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return;
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}
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// Prevent rapid re-triggering of the same active or unique skill while the animation is executing
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if (state.ActiveSkillId == req.SkillId &&
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(req.SkillId == weapon.ActiveSkill(style) || req.SkillId == weapon.UniqueSkill(style)) &&
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(Environment.TickCount64 - state.ActiveSkillStartedTicks) < 1200)
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var cooldown = weapon.Cooldown(style, req.SkillId, 0f);
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var nowTicks = Environment.TickCount64;
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if (cooldown > 0f)
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{
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ctx.Session.Log.Warn($"[COMBAT] ignore rapid spam of active/unique skill={req.SkillId} elapsed={Environment.TickCount64 - state.ActiveSkillStartedTicks}ms");
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return;
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if (state.SkillCooldownUntilTicks.TryGetValue(req.SkillId, out var untilTicks) && nowTicks < untilTicks)
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{
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ctx.Session.Log.Warn($"[COMBAT] reject skill={req.SkillId} cooldown remaining={untilTicks - nowTicks}ms");
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return;
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}
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state.SkillCooldownUntilTicks[req.SkillId] = nowTicks + (long)(cooldown * 1000f);
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}
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else
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{
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// Prevent rapid re-triggering of the same active or unique skill while the animation is executing
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if (state.ActiveSkillId == req.SkillId &&
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(req.SkillId == weapon.ActiveSkill(style) || req.SkillId == weapon.UniqueSkill(style)) &&
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(nowTicks - state.ActiveSkillStartedTicks) < 1200)
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{
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ctx.Session.Log.Warn($"[COMBAT] ignore rapid spam of active/unique skill={req.SkillId} elapsed={nowTicks - state.ActiveSkillStartedTicks}ms");
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return;
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}
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}
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state.CombatUseCount++;
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@@ -93,21 +107,9 @@ internal sealed partial class GameRouter
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state.ActiveClientSkillInstanceId = 0;
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state.ActiveSkillStartedTicks = 0;
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// Ordinary attacks must finish without any server-side skill-state rewrite. Re-publishing the
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// whole charge/resource snapshot after each common attack can make the client save a new action
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// while the previous trigger graph is still iterating, which restarts the first animation on
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// every click. Only cooldown/charge abilities and ultimates need sandbox restoration.
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// Do not immediately force full recharge here, allowing skills to respect their configured cooldowns.
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if (!restoreResources)
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return;
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// The private server runs an unrestricted combat sandbox: restore charges and ultimate energy
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// only after the complete authored ability chain has ended, never between combo/hold stages.
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await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
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CombatCodec.AllSkillCharges(state.ActiveSpiritUnitId, weapon, style));
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await ctx.NotifyAsync(MethodId.SyncFightResource,
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CombatCodec.FightResource(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, CombatCodec.UltimateResourceMax));
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await ctx.NotifyAsync(MethodId.SyncFightResourceFreeState,
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CombatCodec.FightResourceFreeState(state.ActiveSpiritUnitId, CombatCodec.UltimateResourceId, false));
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}
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Task OnSkillHit(RpcContext ctx, SceneMethods.SkillHitData hit)
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