Update GaCy-GO
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@@ -0,0 +1,34 @@
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-- Read the existing initialized config cache. Never invokes mission loaders.
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do
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if not _G.__gacMissionConfigKeys1 then
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local s={done=false};_G.__gacMissionConfigKeys1=s
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_MISSION_CONFIG_KEYS] '..tostring(v))end
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local ok,e=pcall(function()
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local m=CS.RPG.Client.GlobalVars.s_ModuleManager.MissionModule
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local f=m:GetType():GetField('_SubMissionInfoConfigs',flags)
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local d=f:GetValue(m)
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if not d or d.Count>100000 then error('missing or oversized initialized cache')end
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log('BEGIN count='..d.Count)
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s.iterator=d.Keys:GetEnumerator()
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s.tick=function()
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if s.done then return end
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local frame=CS.UnityEngine.Time.frameCount
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if s.frame==frame then return end
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s.frame=frame
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local good,err=pcall(function()
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local ids={}
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for n=1,128 do
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if not s.iterator:MoveNext()then s.done=true;break end
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ids[#ids+1]=tostring(s.iterator.Current)
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end
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if #ids>0 then log('IDS '..table.concat(ids,','))end
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if s.done then s.iterator:Dispose();s.iterator=nil;log('END')end
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end)
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if not good then s.done=true;log('ERROR '..tostring(err))end
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end
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CS.UnityEngine.Application.onBeforeRender('+',s.tick)
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end)
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if not ok then s.done=true;log('ERROR '..tostring(e))end
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end
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end
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