pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,23 @@
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-- Bounded, read-only companion to the server's full result packet capture.
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-- Remove from scripts/ after the AA reproduction.
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do
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local s=_G.__gacPeakResultSnapshot1 or {};_G.__gacPeakResultSnapshot1=s
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local ok,err=pcall(function()
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local stat=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic
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if stat==nil then return end
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local values={}
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for _,name in ipairs({'totalBattleRounds','challengeTurnCount','challengeTurnLeft','totalBattleTurns','totalAvatarTurns','totalMonsterTurns'})do
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values[#values+1]=name..'='..tostring(stat[name])
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end
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local signature=table.concat(values,' ')
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if signature~=s.signature then
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s.signature=signature
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CS.UnityEngine.Debug.Log('[GAC_PEAK_RESULT_SNAPSHOT] '..signature)
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for _,name in ipairs({'battleRaidTargetList','battleScoringList','battleChallengeScoreList'})do
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local encoded,body=pcall(function()return CS.Newtonsoft.Json.JsonConvert.SerializeObject(stat[name])end)
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if encoded and #body<=16384 then CS.UnityEngine.Debug.Log('[GAC_PEAK_RESULT_SNAPSHOT] '..name..' '..body)end
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end
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end
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end)
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if not ok and s.error~=tostring(err)then s.error=tostring(err);CS.UnityEngine.Debug.Log('[GAC_PEAK_RESULT_SNAPSHOT] ERROR '..s.error)end
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end
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