pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,32 @@
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-- Parse only the exact native FirstPlay JSON through the plain JSON reader.
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-- Does not call LoadLevelGraphConfig, execute tasks, or start a game session.
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-- Output is bounded to one 4096-byte JSON-escaped chunk per heartbeat.
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do
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_G.__gacCwTutorialJson1=_G.__gacCwTutorialJson1 or {index=1}
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local s=_G.__gacCwTutorialJson1
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if not s.done then
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local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_TUTORIAL_JSON] '..tostring(v))end
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local ok,err=pcall(function()
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if not s.text then
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local rule=CS.RPG.GameCore.ConstValueCommonExcelTable.GetData('GridFight_FirstPlay_JsonPath')
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if not rule or not rule.Value.IsString then error('Native tutorial JSON path missing')end
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s.path=rule.Value.StringValue
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local node=CS.RPG.GameCore.GameCoreConfigLoader.LoadJsonConfig(s.path)
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if not node then error('Plain JSON reader returned nil')end
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s.text=tostring(node:ToString())
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if #s.text>1048576 then error('Tutorial JSON exceeds capture bound')end
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log('BEGIN path='..s.path..' bytes='..#s.text)
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end
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if s.index<=#s.text then
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-- JSON configuration is emitted as escaped text to preserve chunk content.
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local finish=math.min(s.index+4095,#s.text)
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while finish<#s.text and string.byte(s.text,finish+1)>=128 and string.byte(s.text,finish+1)<192 do finish=finish-1 end
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log('CHUNK '..s.index..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(s.text:sub(s.index,finish)))
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s.index=finish+1
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else
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log('END bytes='..#s.text);s.text=nil;s.done=true
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end
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end)
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if not ok then log('ERROR '..tostring(err));s.done=true;s.text=nil end
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end
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end
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