pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,38 @@
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-- Export bytecode of named, already-loaded Lua UI methods. No function calls.
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do
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local targets={
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{'Ui.GridFight.Entrance.S2.GridFightS2EntrancePage','_on_load'},
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{'Ui.GridFight.Entrance.S2.GridFightS2EntrancePage','_setup_view'},
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{'Ui.GridFight.Entrance.S2.GridFightS2EntrancePage','_try_show_tutorial'},
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{'Ui.GridFight.Entrance.S2.GridFightS2EntrancePage','_start_action'},
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}
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_G.__gacCwEntryLuaExport1=_G.__gacCwEntryLuaExport1 or {index=1}
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local state=_G.__gacCwEntryLuaExport1
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if state.index<=#targets then
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_CW_ENTRY_LUA] '..tostring(v))end
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local target=targets[state.index]
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local ok,err=pcall(function()
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if not state.bytes then
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local class=package.loaded[target[1]]
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local fn=class and class[target[2]]
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if type(fn)~='function' then error('Named UI method is not loaded')end
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local data=string.dump(fn)
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if #data>131072 then error('Bytecode exceeds export bound')end
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state.bytes=data;state.offset=1
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log('BEGIN '..target[1]..'.'..target[2]..' bytes='..#data)
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for i=1,16 do
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local name,value=debug.getupvalue(fn,i)
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if not name then break end
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log('UPVALUE '..name..' '..type(value))
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end
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end
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local piece=state.bytes:sub(state.offset,state.offset+1023)
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local hex={}
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for i=1,#piece do hex[i]=string.format('%02x',piece:byte(i))end
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log('HEX '..table.concat(hex))
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state.offset=state.offset+#piece
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if state.offset>#state.bytes then log('END');state.bytes=nil;state.index=state.index+1 end
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end)
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if not ok then log('ERROR '..tostring(err));state.bytes=nil;state.index=state.index+1 end
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end
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end
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