Update AA synchronization, CW progression and diagnostics

This commit is contained in:
CAtlas0784 committed 2026-10-30 19:19:05 +07:00
1 parent 67a819a4d3
commit 30bee81fe9
30 files changed
+1143 -55

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+61 -6
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@@ -6,6 +6,22 @@ local GameObject = CS.UnityEngine.GameObject
local CanvasGroup = CS.UnityEngine.CanvasGroup
local Camera = CS.UnityEngine.Camera
-- The server supplies its installation's log directory in the heartbeat.
local function diagnostic(message)
CS.UnityEngine.Debug.Log(message)
local ok, err = pcall(function()
local dir = _G.__GAC_DIAGNOSTICS_DIR
if not dir or dir == '' then error('server diagnostics directory unavailable') end
CS.System.IO.Directory.CreateDirectory(dir)
local path = CS.System.IO.Path.Combine(dir, 'hide-ui.log')
CS.System.IO.File.AppendAllText(path, tostring(CS.System.DateTime.Now) .. ' ' .. message .. '\n')
end)
if not ok and _G.__HIDE_UI_FILE_ERROR ~= tostring(err) then
_G.__HIDE_UI_FILE_ERROR = tostring(err)
CS.UnityEngine.Debug.Log('[GaC HideUI] file log error: ' .. tostring(err))
end
end
-- Names observed under UIRoot in this Client, plus the existing battle HUD.
-- Never target an ancestor shared by HUD and character/reward dialogs.
local HUD_PATHS = {
@@ -58,8 +74,9 @@ _G.__HIDE_UI_ENABLED = _G.__HIDE_UI_ENABLED or false
_G.__HIDE_UI_TARGETS = _G.__HIDE_UI_TARGETS or {}
local function restore_hud()
local count, errors = 0, 0
for id, state in pairs(_G.__HIDE_UI_TARGETS) do
pcall(function()
local ok = pcall(function()
if state.group then
if state.added then
CS.UnityEngine.Object.Destroy(state.group)
@@ -70,8 +87,11 @@ local function restore_hud()
end
end
end)
count = count + 1
if not ok then errors = errors + 1 end
_G.__HIDE_UI_TARGETS[id] = nil
end
diagnostic('[GaC HideUI] restored=' .. count .. ' errors=' .. errors)
end
local function protected_name(name)
@@ -91,6 +111,9 @@ local function hide_object(obj)
state = {group=group, added=added, alpha=group.alpha,
raycast=group.blocksRaycasts, interactable=group.interactable}
_G.__HIDE_UI_TARGETS[id] = state
if _G.__HIDE_UI_SCAN_DIAG then
_G.__HIDE_UI_SCAN_DIAG.added = _G.__HIDE_UI_SCAN_DIAG.added + 1
end
end
state.group.alpha = 0
state.group.blocksRaycasts = false
@@ -166,7 +189,14 @@ end
local function hide_hud()
for _, path in ipairs(HUD_PATHS) do
pcall(function() hide_hud_tree(GameObject.Find(path)) end)
local ok, err = pcall(function()
local obj = GameObject.Find(path)
if obj and obj.activeInHierarchy then
table.insert(_G.__HIDE_UI_SCAN_DIAG.paths, path)
end
hide_hud_tree(obj)
end)
if not ok then table.insert(_G.__HIDE_UI_SCAN_DIAG.errors, path .. ': ' .. tostring(err)) end
end
local ok, err = pcall(function()
local flags = CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags), 60)
@@ -176,6 +206,7 @@ local function hide_hud()
or typeof(CS.RPG.Client.BattleGamePhase):GetField("_HudPage", flags)
local manager = CS.RPG.Client.GlobalVars.s_GamePhaseManager
local phase = manager and _G.__HIDE_UI_PHASE_FIELD:GetValue(manager)
_G.__HIDE_UI_SCAN_DIAG.phase = phase and tostring(phase:GetType().Name) or 'none'
if phase and typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then
local hud = _G.__HIDE_UI_BATTLE_HUD_FIELD:GetValue(phase)
if hud and hud.Trans then hide_hud_tree(hud.Trans.gameObject) end
@@ -189,13 +220,14 @@ local function hide_hud()
end)
if not ok and _G.__HIDE_UI_LAST_ERROR ~= tostring(err) then
_G.__HIDE_UI_LAST_ERROR = tostring(err)
CS.UnityEngine.Debug.Log("[GaC HideUI] Battle HUD: " .. tostring(err))
diagnostic("[GaC HideUI] Battle HUD: " .. tostring(err))
end
pcall(function()
local pagesOK, pagesErr = pcall(function()
local ui = CS.RPG.Client.GlobalVars.s_UIManager
local pages = ui:GetAllPageNames()
for i = 0, pages.Count - 1 do
local name = tostring(pages[i]); local lower = string.lower(name)
table.insert(_G.__HIDE_UI_SCAN_DIAG.pages, name)
local page = ui:GetPageByName(name)
if page and page.ChildDialogs then
for j = 0, page.ChildDialogs.Count - 1 do
@@ -219,16 +251,18 @@ local function hide_hud()
end
hide_rank_controls(GameObject.Find("UIRoot/Page/AvatarMainPage(Clone)/Root/AvatarRankPanel"))
end)
if not pagesOK then table.insert(_G.__HIDE_UI_SCAN_DIAG.errors, 'pages: ' .. tostring(pagesErr)) end
end
function _G.__HIDE_UI_TICK()
pcall(function()
local ok, err = pcall(function()
local frame = Time.frameCount
if _G.__HIDE_UI_LAST_FRAME == frame then return end
_G.__HIDE_UI_LAST_FRAME = frame
local toggled = Input.GetKeyDown(KeyCode.Backslash)
if toggled then
_G.__HIDE_UI_ENABLED = not _G.__HIDE_UI_ENABLED
diagnostic('[GaC HideUI] enabled=' .. tostring(_G.__HIDE_UI_ENABLED))
if not _G.__HIDE_UI_ENABLED then restore_hud() end
end
-- The page/child scan walks Unity UI trees, so keep it to once a second.
@@ -237,10 +271,31 @@ function _G.__HIDE_UI_TICK()
local now = Time.unscaledTime
if toggled or now >= (_G.__HIDE_UI_NEXT_SCAN or 0) then
_G.__HIDE_UI_NEXT_SCAN = now + 1.0
hide_hud()
local started = Time.realtimeSinceStartup
local diag = {added=0, paths={}, pages={}, errors={}, phase='unknown'}
_G.__HIDE_UI_SCAN_DIAG = diag
local scanOK, scanErr = pcall(hide_hud)
_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.