fix: improve endgame clock and gameplay stability
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ce6aabfc55
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@@ -0,0 +1,21 @@
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-- Read only affix groups explicitly referenced by the four captured relics.
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do
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local groups={{kind='main',group=55,max=10},{kind='main',group=56,max=5},{kind='sub',group=5,max=12}}
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local s=_G.__gacRelicAffix20261102 or {group=1,id=1}; _G.__gacRelicAffix20261102=s
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if s.group>#groups then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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for i=1,3 do
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local g=groups[s.group]; if not g then return end
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local id=s.id
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local ok,err=pcall(function()
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local tableObj=g.kind=='main' and CS.RPG.GameCore.RelicMainAffixConfigExcelTable or CS.RPG.GameCore.RelicSubAffixConfigExcelTable
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local row=tableObj.GetData(g.group,id)
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CS.UnityEngine.Debug.Log('[GAC_RELIC_AFFIX] '..g.kind..' '..g.group..' '..id..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))
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end)
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if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_AFFIX] ERROR '..g.kind..' '..g.group..' '..id..' '..tostring(err)) end
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s.id=s.id+1; if s.id>g.max then s.id=1;s.group=s.group+1 end
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end
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end
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@@ -0,0 +1,16 @@
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-- Capture only four ItemConfigRelic rows, one per heartbeat, outside battle.
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do
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local ids={63295,63296,63305,63306}; local s=_G.__gacRelicItem20261102 or {index=1}; _G.__gacRelicItem20261102=s
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if s.index>#ids then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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local id=ids[s.index]
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local ok,err=pcall(function()
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local row=CS.RPG.GameCore.ItemConfigRelicExcelTable.GetData(id)
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CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] '..id..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))
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end)
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if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] ERROR '..id..' '..tostring(err)) end
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s.index=s.index+1
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end
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@@ -0,0 +1,17 @@
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-- Targeted capture of four identified 4.6 planar pieces, one row per heartbeat.
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do
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local ids={63295,63296,63305,63306}
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local s=_G.__gacRelicRows20261102 or {index=1}; _G.__gacRelicRows20261102=s
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if s.index>#ids then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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local id=ids[s.index]
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local ok,err=pcall(function()
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local row=CS.RPG.GameCore.RelicConfigExcelTable.GetData(id)
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CS.UnityEngine.Debug.Log('[GAC_RELIC_ROW] '..id..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))
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end)
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if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_ROW] ERROR '..id..' '..tostring(err)) end
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s.index=s.index+1
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end
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@@ -0,0 +1,22 @@
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-- Temporary targeted metadata probe. One named type per heartbeat, outside battle.
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do
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local names={'RelicConfigExcelTable','RelicMainAffixConfigExcelTable','RelicSubAffixConfigExcelTable','ItemConfigRelicExcelTable','EquipmentConfigExcelTable'}
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local s=_G.__gacRelicSchema20261102 or {index=1}; _G.__gacRelicSchema20261102=s
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if s.index>#names then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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local name=names[s.index]
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local ok,err=pcall(function()
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local a=typeof(CS.RPG.GameCore.AvatarExcelTable).Assembly
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local t=a:GetType('RPG.GameCore.'..name)
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CS.UnityEngine.Debug.Log('[GAC_RELIC_SCHEMA] TYPE '..name..' '..tostring(t))
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if t then
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local methods=t:GetMethods(flags)
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for i=0,math.min(methods.Length-1,39) do if methods[i].DeclaringType==t then CS.UnityEngine.Debug.Log('[GAC_RELIC_SCHEMA] METHOD '..tostring(methods[i])) end end
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end
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end)
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if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_SCHEMA] ERROR '..name..' '..tostring(err)) end
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s.index=s.index+1
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end
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