pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,32 @@
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-- Named runtime method handles only; one method per heartbeat, no invocation.
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do
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local targets={
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{'RPG.Client.GridFightModule','_StartTutorialLevel'},
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{'RPG.Client.GridFightStageNode','_RefreshCachedFields'},
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{'RPG.Client.GridFightStageNode','UpdateRouteNode'},
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{'RPG.Client.GridFightGameSession','Sync'},
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{'RPG.GameCore.GameCoreConfigLoader','LoadJsonConfig'},
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{'RPG.GameCore.GameCoreConfigLoader','LoadGridFightStageTemplateConfig'}
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}
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_G.__gacCwRunHandles1=_G.__gacCwRunHandles1 or 1
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local index=_G.__gacCwRunHandles1
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if index>#targets 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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_G.__gacCwRunHandles1=index+1
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_RUN_HANDLE] '..tostring(v))end
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local good,result=pcall(function()
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local name,method=targets[index][1],targets[index][2]
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local a=typeof(CS.RPG.Client.GridFightModule).Assembly
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local b=typeof(CS.RPG.GameCore.GridFightRoleConfigRow).Assembly
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local t=a:GetType(name) or b:GetType(name)
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if not t then return name..' TYPE_MISSING' end
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local m=t:GetMethod(method,flags)
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if not m then return name..' '..method..' METHOD_MISSING' end
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return name..' '..method..' '..tostring(m.MethodHandle.Value)..' signature='..tostring(m)
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end)
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log(tostring(good)..' '..tostring(result))
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if index==#targets then log('END')end
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end
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