Update AA synchronization, CW progression and diagnostics
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30 files changed
+1143
-55
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@@ -0,0 +1,252 @@
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do
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local VERSION = 7
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local MODULE_NAMES = {
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'Logic.SettingModule.SettingEnum',
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'Logic/SettingModule/SettingEnum',
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'@BakedLua/Logic/SettingModule/SettingEnum',
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'SettingEnum',
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}
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local state = _G.__GAC_FPS_SETTINGS_120_STATE
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local Unity = CS.UnityEngine
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local function remove_callback(callback)
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if not callback then return end
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for _, event in ipairs({
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{Unity.Application, 'onBeforeRender'},
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{Unity.Camera, 'onPreCull'},
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}) do
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pcall(function() event[1][event[2]]('-', callback) end)
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pcall(function() event[1][event[2]] = event[1][event[2]] - callback end)
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end
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end
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local function add_callback(callback)
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for _, event in ipairs({
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{Unity.Application, 'onBeforeRender'},
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{Unity.Camera, 'onPreCull'},
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}) do
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local ok = pcall(function() event[1][event[2]]('+', callback) end)
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if not ok then
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ok = pcall(function()
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event[1][event[2]] = event[1][event[2]] + callback
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end)
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end
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if ok then return true, event[1], event[2] end
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end
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return false
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end
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if state and state.version ~= VERSION then
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remove_callback(state.callback)
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if state.module and state.original_getter then
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pcall(function()
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state.module.get_graphics_data_by_type = state.original_getter
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end)
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end
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state = nil
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end
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state = state or {version = VERSION, next_check = 0}
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_G.__GAC_FPS_SETTINGS_120_STATE = state
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local function log(message)
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Unity.Debug.Log('[GaC 120 FPS Settings] ' .. message)
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end
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if not state.load_logged then
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state.load_logged = true
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log('script loaded; checking the native Graphics settings module')
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end
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local function add_native_option(list, text_id)
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if type(list) ~= 'table' then return false end
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local next_key = 1
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local has_30_fps = false
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local has_60_fps = false
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for _, option in ipairs(list) do
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if type(option) == 'table' then
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if option.setting == 120 then return true, false end
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if option.setting == 30 and option.text_id == 'UIText_Setting_Level_30FPS' then
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has_30_fps = true
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elseif option.setting == 60 and option.text_id == 'UIText_Setting_Level_60FPS' then
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has_60_fps = true
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end
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if type(option.key) == 'number' and option.key >= next_key then
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next_key = option.key + 1
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end
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end
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end
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if not has_30_fps or not has_60_fps then return false, false end
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table.insert(list, {
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key = next_key,
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text_id = text_id,
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setting = 120,
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})
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return true, true
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end
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local function patch_native_data(module)
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local graphics_data = rawget(module, '_graphics_data')
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if type(graphics_data) ~= 'table' then
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if not state.data_probe_logged then
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state.data_probe_logged = true
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log('native _graphics_data is not available on the settings module')
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end
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return false
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end
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local found_fps_list = false
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local added = false
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for setting_type, list in pairs(graphics_data) do
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local ok, matched, inserted = pcall(add_native_option, list, 'UIText_Setting_Level_120FPS')
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if ok and matched then
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found_fps_list = true
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if inserted then added = true end
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if not state.data_probe_logged then
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state.data_probe_logged = true
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log('found native FPS rows in _graphics_data[' .. tostring(setting_type) .. ']')
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end
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elseif not ok and not state.data_probe_logged then
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state.data_probe_logged = true
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log('_graphics_data probe failed: ' .. tostring(matched))
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end
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end
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if added and not state.row_added then
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state.row_added = true
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log('added the 120 FPS option to the native Graphics data')
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elseif not found_fps_list and not state.data_probe_logged then
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state.data_probe_logged = true
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log('native _graphics_data is present but contains no matching 30/60 FPS rows')
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end
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return found_fps_list
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end
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local function find_setting_module()
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for _, name in ipairs(MODULE_NAMES) do
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local loaded = package.loaded[name]
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if type(loaded) == 'table' and type(loaded.get_graphics_data_by_type) == 'function' then
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state.module_alias = name
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return loaded
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end
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end
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if not state.require_attempted then
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state.require_attempted = true
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local outcomes = {}
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for _, name in ipairs(MODULE_NAMES) do
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local ok, result = pcall(require, name)
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if ok and type(result) == 'table' and type(result.get_graphics_data_by_type) == 'function' then
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state.module_alias = name
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return result
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end
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local loaded = package.loaded[name]
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if type(loaded) == 'table' and type(loaded.get_graphics_data_by_type) == 'function' then
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state.module_alias = name
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return loaded
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end
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outcomes[#outcomes + 1] = name .. '=' .. (ok and (type(result) .. ':' .. tostring(result)) or tostring(result))
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end
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state.require_error = table.concat(outcomes, '; ')
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end
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local global_registry = rawget(_G, 'G')
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for _, entry in ipairs({
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{value = rawget(_G, 'SettingModule'), name = '_G.SettingModule'},
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{value = rawget(_G, 'SettingEnum'), name = '_G.SettingEnum'},
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{value = type(global_registry) == 'table' and rawget(global_registry, 'SettingModule') or nil, name = 'G.SettingModule'},
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{value = type(global_registry) == 'table' and rawget(global_registry, 'SettingEnum') or nil, name = 'G.SettingEnum'},
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}) do
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local candidate = entry.value
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if type(candidate) == 'table' and type(candidate.get_graphics_data_by_type) == 'function' then
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state.module_alias = entry.name
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return candidate
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end
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end
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return nil
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end
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local function install()
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local module = find_setting_module()
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if type(module) ~= 'table' then
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if not state.module_wait_logged then
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state.module_wait_logged = true
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log('SettingEnum lookup failed; ' .. tostring(state.require_error))
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end
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return false
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end
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local getter = module.get_graphics_data_by_type
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if type(getter) ~= 'function' then
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if not state.getter_wait_logged then
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state.getter_wait_logged = true
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log('Settings module loaded, but its graphics-data getter is unavailable')
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end
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return false
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end
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if state.module == module then return true end
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local fps_text = 'UIText_Setting_Level_120FPS'
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local original = getter
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module.get_graphics_data_by_type = function(...)
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local list = original(...)
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local ok, result, inserted = pcall(add_native_option, list, fps_text)
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if not ok and state.last_error ~= tostring(result) then
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state.last_error = tostring(result)
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log('could not add the native 120 FPS option: ' .. state.last_error)
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elseif ok and result and inserted and not state.row_added then
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state.row_added = true
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log('added the 120 FPS option to the native Graphics list')
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elseif not state.getter_probe_logged then
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state.getter_probe_logged = true
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local count = type(list) == 'table' and #list or -1
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log('Graphics getter called; returned ' .. type(list) .. ' with ' .. tostring(count) .. ' rows')
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end
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return list
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end
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state.module = module
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state.original_getter = original
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log('ready; patched ' .. tostring(state.module_alias))
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patch_native_data(module)
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return true
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end
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local function tick()
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local now = Unity.Time.unscaledTime
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if now < state.next_check then return end
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state.next_check = now + 0.5
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local ok, result = pcall(install)
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if not ok then
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if state.last_error ~= tostring(result) then
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state.last_error = tostring(result)
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log('waiting for the native Graphics settings: ' .. state.last_error)
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end
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return
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end
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if result then
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remove_callback(state.callback)
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state.callback = nil
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end
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end
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if not state.module and not state.callback then
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state.callback = tick
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local ok = add_callback(state.callback)
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if not ok then
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state.callback = nil
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log('could not register the Graphics settings hook')
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end
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end
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if not state.module then
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tick()
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end
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end
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@@ -124,6 +124,35 @@ local function current_facecam_target()
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return nil, nil, nil, true
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end
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-- Log only changes, so diagnostics stay useful during long battles.
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local function log_facecam_target(ok, head, root, id, tracked)
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local success, detail = pcall(function()
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if not ok then return 'resolve_error=' .. tostring(head) end
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return 'tracked=' .. tostring(tracked) .. ' entity=' .. tostring(id)
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.. ' model=' .. tostring(root and root.name)
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.. ' head=' .. tostring(head and head.name)
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.. ' head_parent=' .. tostring(head and head.parent and head.parent.name)
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.. ' head_active=' .. tostring(head and head.gameObject.activeInHierarchy)
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end)
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if not success then detail = 'diagnostic_error=' .. tostring(detail) end
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if _G.__FC_FACE_LAST_DIAGNOSTIC ~= detail then
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_G.__FC_FACE_LAST_DIAGNOSTIC = detail
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local message = '[GaC FaceCam] ' .. detail
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CS.UnityEngine.Debug.Log(message)
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local written, err = pcall(function()
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local dir = _G.__GAC_DIAGNOSTICS_DIR
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if not dir or dir == '' then error('server diagnostics directory unavailable') end
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CS.System.IO.Directory.CreateDirectory(dir)
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local path = CS.System.IO.Path.Combine(dir, 'facecam.log')
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CS.System.IO.File.AppendAllText(path, tostring(CS.System.DateTime.Now) .. ' ' .. message .. '\n')
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end)
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if not written and _G.__FC_FACE_FILE_ERROR ~= tostring(err) then
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_G.__FC_FACE_FILE_ERROR = tostring(err)
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CS.UnityEngine.Debug.Log('[GaC FaceCam] file log error: ' .. tostring(err))
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end
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end
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end
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local function facecam_target(cam)
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local ok, head, root = pcall(function()
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local battleHead, battleRoot, id, tracked = current_facecam_target()
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@@ -152,6 +181,7 @@ local function update_facecam(cam, settings)
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if now >= (_G.__FC_FACE_NEXT or 0) then
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_G.__FC_FACE_NEXT = now + 0.15
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local ok, head, root, id, tracked = pcall(current_facecam_target)
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log_facecam_target(ok, head, root, id, tracked)
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if ok and tracked and head and root then
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_G.__FC_FACE_HEAD, _G.__FC_FACE_ROOT, _G.__FC_FACE_ENTITY = head, root, id
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end
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+61
-6
@@ -6,6 +6,22 @@ local GameObject = CS.UnityEngine.GameObject
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local CanvasGroup = CS.UnityEngine.CanvasGroup
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local Camera = CS.UnityEngine.Camera
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-- The server supplies its installation's log directory in the heartbeat.
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local function diagnostic(message)
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CS.UnityEngine.Debug.Log(message)
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local ok, err = pcall(function()
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local dir = _G.__GAC_DIAGNOSTICS_DIR
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if not dir or dir == '' then error('server diagnostics directory unavailable') end
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CS.System.IO.Directory.CreateDirectory(dir)
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local path = CS.System.IO.Path.Combine(dir, 'hide-ui.log')
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CS.System.IO.File.AppendAllText(path, tostring(CS.System.DateTime.Now) .. ' ' .. message .. '\n')
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end)
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if not ok and _G.__HIDE_UI_FILE_ERROR ~= tostring(err) then
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_G.__HIDE_UI_FILE_ERROR = tostring(err)
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CS.UnityEngine.Debug.Log('[GaC HideUI] file log error: ' .. tostring(err))
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end
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end
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-- Names observed under UIRoot in this Client, plus the existing battle HUD.
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-- Never target an ancestor shared by HUD and character/reward dialogs.
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local HUD_PATHS = {
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@@ -58,8 +74,9 @@ _G.__HIDE_UI_ENABLED = _G.__HIDE_UI_ENABLED or false
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_G.__HIDE_UI_TARGETS = _G.__HIDE_UI_TARGETS or {}
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local function restore_hud()
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local count, errors = 0, 0
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for id, state in pairs(_G.__HIDE_UI_TARGETS) do
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pcall(function()
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local ok = pcall(function()
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if state.group then
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if state.added then
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CS.UnityEngine.Object.Destroy(state.group)
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@@ -70,8 +87,11 @@ local function restore_hud()
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end
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end
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end)
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count = count + 1
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if not ok then errors = errors + 1 end
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_G.__HIDE_UI_TARGETS[id] = nil
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end
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diagnostic('[GaC HideUI] restored=' .. count .. ' errors=' .. errors)
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end
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local function protected_name(name)
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@@ -91,6 +111,9 @@ local function hide_object(obj)
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state = {group=group, added=added, alpha=group.alpha,
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raycast=group.blocksRaycasts, interactable=group.interactable}
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_G.__HIDE_UI_TARGETS[id] = state
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if _G.__HIDE_UI_SCAN_DIAG then
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_G.__HIDE_UI_SCAN_DIAG.added = _G.__HIDE_UI_SCAN_DIAG.added + 1
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end
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end
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state.group.alpha = 0
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state.group.blocksRaycasts = false
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@@ -166,7 +189,14 @@ end
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local function hide_hud()
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for _, path in ipairs(HUD_PATHS) do
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pcall(function() hide_hud_tree(GameObject.Find(path)) end)
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local ok, err = pcall(function()
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local obj = GameObject.Find(path)
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if obj and obj.activeInHierarchy then
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table.insert(_G.__HIDE_UI_SCAN_DIAG.paths, path)
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end
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hide_hud_tree(obj)
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end)
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if not ok then table.insert(_G.__HIDE_UI_SCAN_DIAG.errors, path .. ': ' .. tostring(err)) end
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end
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local ok, err = pcall(function()
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local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
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@@ -176,6 +206,7 @@ local function hide_hud()
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or typeof(CS.RPG.Client.BattleGamePhase):GetField("_HudPage", flags)
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local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase = manager and _G.__HIDE_UI_PHASE_FIELD:GetValue(manager)
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_G.__HIDE_UI_SCAN_DIAG.phase = phase and tostring(phase:GetType().Name) or 'none'
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if phase and typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then
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local hud = _G.__HIDE_UI_BATTLE_HUD_FIELD:GetValue(phase)
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if hud and hud.Trans then hide_hud_tree(hud.Trans.gameObject) end
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@@ -189,13 +220,14 @@ local function hide_hud()
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end)
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if not ok and _G.__HIDE_UI_LAST_ERROR ~= tostring(err) then
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_G.__HIDE_UI_LAST_ERROR = tostring(err)
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CS.UnityEngine.Debug.Log("[GaC HideUI] Battle HUD: " .. tostring(err))
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diagnostic("[GaC HideUI] Battle HUD: " .. tostring(err))
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end
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pcall(function()
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local pagesOK, pagesErr = pcall(function()
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local ui = CS.RPG.Client.GlobalVars.s_UIManager
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local pages = ui:GetAllPageNames()
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for i = 0, pages.Count - 1 do
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local name = tostring(pages[i]); local lower = string.lower(name)
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table.insert(_G.__HIDE_UI_SCAN_DIAG.pages, name)
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local page = ui:GetPageByName(name)
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if page and page.ChildDialogs then
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for j = 0, page.ChildDialogs.Count - 1 do
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@@ -219,16 +251,18 @@ local function hide_hud()
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end
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hide_rank_controls(GameObject.Find("UIRoot/Page/AvatarMainPage(Clone)/Root/AvatarRankPanel"))
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end)
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if not pagesOK then table.insert(_G.__HIDE_UI_SCAN_DIAG.errors, 'pages: ' .. tostring(pagesErr)) end
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end
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function _G.__HIDE_UI_TICK()
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pcall(function()
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local ok, err = pcall(function()
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local frame = Time.frameCount
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if _G.__HIDE_UI_LAST_FRAME == frame then return end
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_G.__HIDE_UI_LAST_FRAME = frame
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local toggled = Input.GetKeyDown(KeyCode.Backslash)
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if toggled then
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_G.__HIDE_UI_ENABLED = not _G.__HIDE_UI_ENABLED
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diagnostic('[GaC HideUI] enabled=' .. tostring(_G.__HIDE_UI_ENABLED))
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if not _G.__HIDE_UI_ENABLED then restore_hud() end
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end
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-- The page/child scan walks Unity UI trees, so keep it to once a second.
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@@ -237,10 +271,31 @@ function _G.__HIDE_UI_TICK()
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local now = Time.unscaledTime
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if toggled or now >= (_G.__HIDE_UI_NEXT_SCAN or 0) then
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_G.__HIDE_UI_NEXT_SCAN = now + 1.0
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hide_hud()
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local started = Time.realtimeSinceStartup
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local diag = {added=0, paths={}, pages={}, errors={}, phase='unknown'}
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_G.__HIDE_UI_SCAN_DIAG = diag
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local scanOK, scanErr = pcall(hide_hud)
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_G.__HIDE_UI_SCAN_DIAG = nil
|
||||
if not scanOK then table.insert(diag.errors, 'scan: ' .. tostring(scanErr)) end
|
||||
local elapsed = (Time.realtimeSinceStartup - started) * 1000
|
||||
local signature = diag.phase .. '|' .. table.concat(diag.pages, ',') .. '|'
|
||||
.. table.concat(diag.paths, ',') .. '|' .. table.concat(diag.errors, ',')
|
||||
if toggled or diag.added > 0 or #diag.errors > 0 or elapsed >= 20
|
||||
or signature ~= _G.__HIDE_UI_DIAG_SIGNATURE
|
||||
or now >= (_G.__HIDE_UI_DIAG_NEXT or 0) then
|
||||
_G.__HIDE_UI_DIAG_SIGNATURE = signature
|
||||
_G.__HIDE_UI_DIAG_NEXT = now + 30
|
||||
diagnostic(string.format('[GaC HideUI] scan_ms=%.2f phase=%s added=%d pages=[%s] paths=[%s] errors=[%s]',
|
||||
elapsed, diag.phase, diag.added, table.concat(diag.pages, ','),
|
||||
table.concat(diag.paths, ','), table.concat(diag.errors, ',')))
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
if not ok and _G.__HIDE_UI_TICK_ERROR ~= tostring(err) then
|
||||
_G.__HIDE_UI_TICK_ERROR = tostring(err)
|
||||
diagnostic('[GaC HideUI] tick error: ' .. tostring(err))
|
||||
end
|
||||
end
|
||||
|
||||
-- Restore targets from the previous policy (including VersionText) on upgrade.
|
||||
|
||||
Reference in new issue
Block a user