-- Bounded, read-only companion to the server's full result packet capture. -- Remove from scripts/ after the AA reproduction. do local s=_G.__gacPeakResultSnapshot1 or {};_G.__gacPeakResultSnapshot1=s local ok,err=pcall(function() local stat=CS.RPG.Client.GlobalVars.s_ModuleManager.BattleModule.LastBattleStatistic if stat==nil then return end local values={} for _,name in ipairs({'totalBattleRounds','challengeTurnCount','challengeTurnLeft','totalBattleTurns','totalAvatarTurns','totalMonsterTurns'})do values[#values+1]=name..'='..tostring(stat[name]) end local signature=table.concat(values,' ') if signature~=s.signature then s.signature=signature CS.UnityEngine.Debug.Log('[GAC_PEAK_RESULT_SNAPSHOT] '..signature) for _,name in ipairs({'battleRaidTargetList','battleScoringList','battleChallengeScoreList'})do local encoded,body=pcall(function()return CS.Newtonsoft.Json.JsonConvert.SerializeObject(stat[name])end) if encoded and #body<=16384 then CS.UnityEngine.Debug.Log('[GAC_PEAK_RESULT_SNAPSHOT] '..name..' '..body)end end end end) 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 end