pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,27 @@
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-- Metadata of named CW configuration types only, one type per heartbeat.
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-- No config loader is invoked and no Client run/module state is changed.
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do
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local names={'GridFightStageTemplateConfig','GridFightBattleTemplate','GridFightWaveInfo','GridFightWaveMonsterEntry','GridFightWaveMonsterInfo','GridFightStageNodeDisplayConfigExcelTable'}
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_G.__gacCwTemplateSchema1=_G.__gacCwTemplateSchema1 or {index=1,assembly=1}
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local s=_G.__gacCwTemplateSchema1
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if s.index<=#names then
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local log=function(v) CS.UnityEngine.Debug.Log('[GAC_CW_TEMPLATE_SCHEMA] '..tostring(v)) end
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local assemblies={typeof(CS.RPG.GameCore.GridFightRoleConfigRow).Assembly,typeof(CS.RPG.GameCore.GameCoreConfigLoader).Assembly}
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local t=assemblies[s.assembly]:GetType('RPG.GameCore.'..names[s.index])
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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log('TYPE '..names[s.index]..' assembly='..s.assembly..' '..tostring(t))
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if t then
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local fields=t:GetFields(flags)
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for i=0,math.min(fields.Length-1,47) do log('FIELD '..tostring(fields[i])) end
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local props=t:GetProperties(flags)
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for i=0,math.min(props.Length-1,47) do log('PROPERTY '..tostring(props[i])) end
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local methods=t:GetMethods(flags)
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for i=0,math.min(methods.Length-1,47) do
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if methods[i].DeclaringType==t then log('METHOD '..tostring(methods[i])) end
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end
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end
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s.assembly=s.assembly+1
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if s.assembly>#assemblies then s.assembly=1;s.index=s.index+1 end
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if s.index>#names then log('END') end
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end
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end
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